Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
First Look at the Maya Normal Map and Zbrush
Added on: Sun Aug 29 2004
Page: 1 2 4 5 6 

But before doing further details, I unwraped the UVs and eliminate all stretching and overlapping problems. This was because it would be very tidigious to layout UVs if there were too many points. Another reason was that the current model could serve very well as the base for both the lowpoly model and the furthur detailed one. Also it could be used to generate temporary normal maps for testing, since it already had certain details. So I made a copy of the current model and reduced the polycount to around 1000 to get a low-poly version. Figure 5 shows the low-poly model.

Figure 5

However, at this point, I did find one problem. Remember I said I was wrong before. I thought both models' UVs would be the same, but I really didn�t foresee what would happen here: The high-poly model had more points along the UV boards, thus its UV boards were rounder than those of the low one. That meant seams would happen on those board area. Figure 6 shows the problem.

Figure 6

What were the solutions?

  • Solution 1: Use the low-poly models� UV as a guide, and move the high one�s to make them match. In Maya, it could be achived via snap tools, I am not sure the way in other software package. However, it is time consuming and it is not fun. Most 3D people do their jobs because it's fun to work on all kinds of stuffs. Unfortunately, I can't see that sitting there and moving hundreds of UV points will make people exciting.

  • Solution 2: Generate the normal maps first; assign them as color map to the low-poly mesh, and use 3D paint tools to manually paint away the seams. This might be a good solution, but it still has its limitation. For example, if you arrange UVs into two squares in Maya, then you can't use its 3D paint tools to blend colors between two maps (if I am wrong, please point out). I am not sure about other 3D paint tools such as deep paint 3d and body paint since I never used them before. Overall, solution two is better than the solution one.



 
� 1997-2024 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.