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#11 (permalink) |
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Artist
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please forgive terms used max user
the normal flipping is caused by you constructing the base mesh as such; -create half the base mesh -use some form of symmetry to create second half but if you create half the mesh and then unwrap and then create the second half with some form symmetry and then export it, the normals are automatically flipped on the other side. I don't know how to get around it though. |
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#12 (permalink) |
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Artist
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...
Thats exact what I did. Modeled one side of the mesh, uv, copie. but in Maya.
Here's a little jump forward. I Zbrushed the head a bit last night. I wanted to give it a personal tough. I tried again and again for the NormalMap with Z mapper. I took the config for maya and nothing happend. |
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#13 (permalink) |
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Game-Artist.net Staff
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try it with mental Ray, Maya software sucks with nmaps
also in the bump map slot in Maya where you plug your normal map into the material make sure you are setting it as a tangent space map and not a bump map
__________________
www.benjaminclark.net |
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#15 (permalink) |
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Artist
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...Wim
I did the tangent stuff already. I start getting frustated about that issue.
About the head, yes you are totally wright. I can remember if its a stretching error I made in photoshop or in Z. Anyway there is hair in a tail that gonna cover it. But Still if it's a error I will fix it. cant live knowing he's got a second brain on the back of his head. |
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