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JokerX2006X9X24
10-10-2006, 09:37 AM
I use the normal which ZBrush2 does to paste the chart,Obtains the effect to use the maya plug-in unit normalMapBump_220905. Exaggerates according to the prompt method, can appear the obvious fold in the uv connecting point. Hoped some people help me to solve, thanks!!!
Pastes on my clothes document and pastes the chart

http://www.vdisk.cn/API/fileq.php?s...473.-1986749726 (http://www.vdisk.cn/API/fileq.php?sid=1512458.1163035473.-1986749726)
This is my compression package of address.

Plug-in unit in here,
http://www.highend3d.com/maya/downl...uring/3745.html (http://www.highend3d.com/maya/downloads/plugins/texturing/3745.html)

JokerX2006X9X24
10-11-2006, 09:33 AM
help me....

benclark
10-11-2006, 09:47 AM
I think the reason noone is answering is that it was hard to understand your question, It looks like the normals on the arm and the body may be facing in different directions

You are always going to get seams no matter what you do but the trick is hiding them or disguising them with your texture. This question has come up hundred of times, just try using the search and you will find previous solutions to the problem

JokerX2006X9X24
10-11-2006, 10:36 AM
Thanks for the reply,I in inquiry time has discovered 2 results.
1.The normal pastes the chart production to have the seam is the existence.May process in maya
2.Also has a kind of normal to paste the chart not to sew.

I meet am the 2nd Method,,

How in has the seam speech to process in maya? You can reply I thank extremely.

benclark
10-11-2006, 12:09 PM
Sorry, but I havent got a clue what you are asking

JokerX2006X9X24
10-11-2006, 12:53 PM
Thanks your help

JokerX2006X9X24
10-11-2006, 01:19 PM
http://www.headus.com/au/samples/disp-norm/

Searches at the forum. I had found, on this net detailed explanation maya connection method.

To has the joint normal to paste the chart processing. But I use am a plug-in unit, needs the seamless normal pastes the chart,

benclark
10-11-2006, 03:02 PM
I have always had mixed results using the headus network

Try the JSnormaliser from Pixero.com

or if you are using Maya8 then MentalRay can render tangent space normal maps as standard now

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