[QUOTE=DOG-GY;38036973]gonna be honest evilcop almost nothing you said is good advice.
you're not necessarily sculpting, you don't always want to create a low first (in fact it's more standard to make a high then a low), you don't always want to use your sculpting basemesh as your final low (in fact you shouldn't do this much at all as basemeshes are supposed to be [I]modeled for clean sculpting, not for efficiency in games[/I]), you can't put in all the detail you want (it has to be smooth enough to bake), but your worst offender is that you can't just bake normals onto uv coords and not give 2 fucks.
you should be splitting smoothing groups at uv island breaks and you should place uv island breaks at natural model seams where you know you will have the issue of creating large gradients in the normal map (a certain amount of gradients are fine but you want it p minimal because they don't compress well). NEVER bake a normal map in something that isn't synced to anything (synced tangents), otherwise your normal map is useless and you should shift+delete that abomination. use something like xNormal because it's actually synced.
you also didn't mention anything about needing to know whether or not your normal map needs to be Y+ or Y-, nor anything about smoothing at all which (considering you modeled the high and low properly) is the number one factor in getting a good bake. you never mentioned anything about using an averaged cage for baking and the fact that ray distance bakes are pretty much worthless for anything other than a flat plane.
your image doesn't really explain anything, it's 3 renders that were made to explain normal mapping technology (from this guy [url]http://vcg.isti.cnr.it/~cignoni/[/url], not an artist). It's clearly not an image he'll learn anything from. from just that image, we also don't know if it's an offline render or not. if it is, it is flat out not applicable because of tangent syncing (if it even uses a tangent based map).
Here's some useful links all from PC.
Normal map baking--[I]Read this whole thread[/I]:
[url]http://www.polycount.com/forum/showthread.php?t=81154[/url]
Understanding high poly modeling very technically--Read the detailed posts, skim the thread because it's so long but make sure to visually grasp why people model the way they do:
[url]http://www.polycount.com/forum/showthread.php?t=56014[/url]
Read this to understand why racer445's old tutorial (link's to his video is on this page) on normal mapping is incorrect (It's just as important to learn why to not do something):
[url]http://wiki.polycount.com/racer445%20Normal%20Map%20Issues[/url]
Read polycount's wiki on normal mapping:
[url]http://wiki.polycount.com/NormalMap[/url]
Read about vertex normals:
[url]http://wiki.polycount.com/VertexNormal[/url]
And understand right off the bat that you'll nearly always be using tangent based normal maps in games, which modify the existing vertex normals of the underlying geometry on a per pixel level. Finally, never paint on a normal map unless you're adding in fine details i.e. nDo/crazybump stuff (or if doing a normal map without baking as with a heightmap to normals operation) and then you have to learn how to properly add different normal maps together without destroying data.[/QUOTE]
Yeah, I haven't done normal baking much at all :v: Thanks for the tips!
np, i hated having to learn all of this through trial and error and i'd hate even more for others to have to go through the same grueling process
I'm normal
[img]http://puu.sh/1eUuA[/img]
FumeFX 3.0 <3
[editline]14th October 2012[/editline]
Also, it has a new GPU preview window that supports shadows:
[thumb]http://puu.sh/1eiQI[/thumb]
Preview
[thumb]http://puu.sh/1eiSg[/thumb]
Render
This was 17 million particles, and yet the preview ran in 60FPS.
Rotating it around in real time is sweet
[QUOTE=Canary;38037139]I'm normal[/QUOTE]
Was this an unintended pun?
its from a polycount user's avatar which is a normal map of the text "I'm normal"
"Dude I'm so baked" was one of the best.
youll never guess how i came up with that one
How come when I open the normal maps and save them, they look fucked up, but when I look at them in an image viewer they're exactly the same?
Left = opened and then saved. Right = raw out of baking
[img]http://imageshack.us/a/img198/480/77885401.jpg[/img]
Top = freshly baked
bottom = opened and saved. It's flat looking and the seams of the UV are 'hard edge' looking.. it's the same material copied, only changed the normal map file.
[img]http://imageshack.us/a/img440/8872/fackd.jpg[/img]
flip your green channel?
Didn't fix anything and why would it, the two textures look exactly the same and so are all the material and 'normal bump' settings.
Would anyone be interested in making about a 10 second logo/video for a youtuber? :)
Done in the same vain as one of Jeggis' awesome works
[QUOTE=Jeggis;37699710][url=https://www.dropbox.com/sh/lf77l0odscohqhv/y4UdTb_91X][img]http://imageshack.us/a/img20/8311/omegawallpapers01.jpg[/img][/url]
[/QUOTE]
Not in that exact style or based on that particular logo, but in the same shallow DOF scene and cool stylistic metallic logos. It's also a generic thing for youtubers to have one so they are seen frequently but I never tire of seeing them when done properly.
Things like sound can be left to me, I'm good with sound. Not good with setting up 3d and creating a visually pleasing scene, however! :p
PM me if interested.
Is there any way I can split this into 64,800 individual cubes [I]without[/I] crashing Blender? It's like it just times out the operation and stops responding. I wonder why... :rolleyes:
[t]http://puu.sh/1eWMP[/t]
[QUOTE=TonyP;38039230]Didn't fix anything and why would it, the two textures look exactly the same and so are all the material and 'normal bump' settings.[/QUOTE]
because not all programs use the same y direction, some use y+ and some use y- which means you have to flip your green sometimes. your post looks like that problem is happening, but seeing that it isn't that i'm assuming you've got a fuckup with color spaces.
have you tried saving as a different format
[editline]14th October 2012[/editline]
[QUOTE=clb;38039389]Is there any way I can split this into 64,800 individual cubes [I]without[/I] crashing Blender? It's like it just times out the operation and stops responding. I wonder why... :rolleyes:
[t]http://puu.sh/1eWMP[/t][/QUOTE]
add more ram
It's the same format as the one that works. I literally opened and saved it as the exact same everything as far as i know.
what are you saving as with what settings
[QUOTE=DOG-GY;38039476]add more ram[/QUOTE]
Aww. Less than a year after I got 12 GB's of RAM, and I already need much more :(
[QUOTE=DOG-GY;38039563]what are you saving as with what settings[/QUOTE]
TGA
[url]http://www.2shared.com/file/Jv0NSaLk/texture.html[/url]
[QUOTE=clb;38039605]Aww. Less than a year after I got 12 GB's of RAM, and I already need much more :([/QUOTE]
actually idk what to tell you, figure out what it's doing with your system resources and you'll find out why it's crashing. it could just be a cache size related problem but i dont know blender.
I'm painting bark texture, gonna add some colour to shadows, smaller details, then done.
[img]https://dl.dropbox.com/u/30693265/LowPoly/bark.jpg[/img]
Meanwhile:
[quote]23:54 - Indigo: how you like my wood
23:54 - Hellskeepan: looks like my wood after too much fapping
23:54 - Indigo: lol
23:54 - Indigo: is it dark meat?
23:54 - Hellskeepan: if you get my meaning
23:54 - Indigo: lol
23:54 - Hellskeepan: L
23:54 - Hellskeepan: i say it looks skeepan
23:54 - Indigo: "there's too much friction"
23:55 - Indigo: lol
23:55 - Hellskeepan: llo
[/quote]
I'd say i'm done with this hammer, when I get better I'll do another iteration or new model again, I don't want to go back to correct mistakes I'd rather work out and avoid them in the future.
[img]https://dl.dropbox.com/u/30693265/LowPoly/presentation3.jpg[/img]
[QUOTE=TonyP;38039769]TGA
[url]http://www.2shared.com/file/Jv0NSaLk/texture.html[/url][/QUOTE]
well for one NormalsMap.tga has a destroyed blue channel
Wow how did that happen?
[editline]15th October 2012[/editline]
Even when I resave it with the blue channel intact it still does it.
Solved the problem! I split the entire thing into smaller "chunks" with fewer cubes, and then tried to split one of those "chunks" into all separate cubes. Still says "Not responding", but I just had to let it work for a couple of minutes. 15 more "chunks" to go!
[t]http://puu.sh/1eXSf[/t]
Why are you doing that just curious
[QUOTE=TonyP;38040317]Why are you doing that just curious[/QUOTE]
I want to make an even bigger version of my earlier video: [URL="http://www.youtube.com/watch?v=rzbXbn30c3o"]http://www.youtube.com/watch?v=rzbXbn30c3o[/URL]
Oh, and fuck doing this with particles; I want to make the Bullet physics engine cry in pain!
[QUOTE=TonyP;38039955]Wow how did that happen?
[editline]15th October 2012[/editline]
Even when I resave it with the blue channel intact it still does it.[/QUOTE]
uhhh check that the mesh's normals haven't gotten messed up
if that fails send me the mesh + normals and i'll try to figure it out
[editline]14th October 2012[/editline]
@clb why not just start with a single cube, and duplicate it with arrays on x, y, and z
[QUOTE=DOG-GY;38039819]actually idk what to tell you, figure out what it's doing with your system resources and you'll find out why it's crashing. it could just be a cache size related problem but i dont know blender.[/QUOTE]
Blender viewport tends to slow down a lot on Fermi based graphics cards, there's no fix for it yet. As soon as you have a lot of geometry in the viewport you're pretty much screwed, a way to make it slightly faster is to turn the mesh double-sided option off.
[QUOTE=DOG-GY;38040419]@clb why not just start with a single cube, and duplicate it with arrays on x, y, and z[/QUOTE]
I did start out with one cube. I then set up the physics settings for that cube. Used Array modifiers and applied them. That's where I started running into problems (and posted about it with a screenshot here). Now I'm separating the "chunks" (that I made to make Blender a bit faster) into individual cubes, that will all inherit the physics settings. Last thing I will then need before the actual simulation is to center their origin.
yeah idk blender's workflow you're speaking croatian braille to me
Okay, I can't get it to work. This is the first time I've ever baked normal maps so I might be doing something obviously wrong. But here's the 3dsmax file + raw uncombined normals.
[url]http://www.2shared.com/file/jkD7H65N/shoes.html[/url]
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