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Re: Basilisk (2)

Posted: Fri Jan 17, 2014 12:02 pm UTC
by Cupside

Main problem Kharnov is that I textured model polypainting inside Zbrush and after this baking it. And it happens always I bake. I have to fix normals of polys before baking to solve this issue, if not, I will get the same ressult at the end, a very clean seam in all uv map borders.


Re: Basilisk (2)

Posted: Fri Jan 31, 2014 4:34 am UTC
by kharnov

How is the retexturing going, Cupside?


Re: Basilisk (2)

Posted: Tue Feb 11, 2014 11:29 am UTC
by Cupside

Hi guys, I had exams until today, so I was very busy.

I have been reworking on lowpoly model. I did several bakes and I got the same error all time. I don't know why, eachtime I unwarp model, seams pop up no matter if is all in same smoothgroup or using different smoothgroups. The only thing I could do is a symmetry and hide seams in zones not too much visible, but I am quite disgusted with it.

I upload a versiĆ³n of lowpoly body with normal map, so you can view what I am talking about.

https://www.dropbox.com/s/3ym4amsfa4xbprr/Bake14.7z


Re: Basilisk (2)

Posted: Wed Feb 12, 2014 12:18 am UTC
by Stannum

No issues here:

http://janvanderweg.com/tremstuff/basilisk_nmap.jpg

Please note that 3dsmax baked nmaps will not look correctly ingame. You will always have nmap errors along uv seams, especially noticible on organic models. Max, maya and blender all use a different vertex tangent basis. Unless the engine uses the exact same method for calculating them you will have artifacts.

Edit:

After talking with the devs here is a possible workaround. This is going to be a very messy process though.

Since the engine loads the vertex tangent data from file with IQM models (md5 are computed on load) it might be possible to:

1) Export model to IQM
2) Use IQM sdk to export to FBX (?, I have no experience working with iqm)
3) Use xNormal to bake the nmap

  • Use the fbx as lowpoly
  • Enable use normals from file
  • Highpoly can be what ever you want.

This might produce a nmap which looks correctly ingame.


Re: Basilisk (2)

Posted: Wed Feb 12, 2014 6:22 pm UTC
by Cupside

Hi Stannum,

Could you check in your view these points I'm going to show you?


Re: Basilisk (2)

Posted: Thu Feb 13, 2014 1:06 am UTC
by Stannum

I get those same artifacts. You won't notice them ingame since they're so small and the basilisk won't be so close to the camera.


Re: Basilisk (2)

Posted: Wed Mar 12, 2014 4:01 pm UTC
by Cupside

Hi guys,

I have a doubt and I need some advice of a rigger. I have split basilisk in some meshes (body, legs, claws), that way I got less errors when I am baking, moreover I can profit UV map of a leg to share it to others.

My issue is about the joint between both meshes, for example, body with legs or claws. What I should consider in that case?


Re: Basilisk (2)

Posted: Thu Mar 13, 2014 5:49 am UTC
by kharnov

Hey Cupside, Stannum will be replying once he wakes up. Also, can you reply too gavlig?


Re: Basilisk (2)

Posted: Thu Mar 13, 2014 8:55 am UTC
by gavlig

Yes, i'll give an answer with some sick drawings later this evening. For now i can say that you should split mesh in joints -- in loops where limbs are attached to body


Re: Basilisk (2)

Posted: Thu Mar 13, 2014 7:59 pm UTC
by gavlig

no sick drawings but this: http://minus.com/mbkjeGU2pNCBFY