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View Full Version : Poly decimate and normal maps?


Gremlin
07-12-2003, 04:16 AM
Hey guys,
im going to be working on a Half Life 2 mod (email seuldieu@hotmail.com if your interested in helping?) and the target poly range for characters is 3000-7500.... now the suggested method is to model around 7500-9500... save the normal maps, then decimate the polygons (reduce them, while keeping the same general shape) and then applying the high poly normal map (which makes them look higher poly than they really are).

Now I know 3dsmax has the tools to do this, but does anyone know if Maya does too? because I want to do my custom models/textures/animations in maya, instead of using max, or having to switch between the two. Thanx!

Cheers,
:beer:

pyromania
07-12-2003, 05:17 AM
You can generate normal maps in maya with the rayDisplace plugin.

http://www.drone.org/tutorials/normal_maps.html

Or you can use the stand alone normal mapper, ORB

http://www.soclab.bth.se/practices/orb.html

gga
07-12-2003, 05:36 AM
Maya does not quite have all the tools you need out of the box, but you can get them from the web, if you know where to look.

For decimation, on maya5 you can use polyreduce with or without Artisan. For other maya versions, there's a plugin called progressive mesh (see highend3d). You may need to recompile progressive mesh for the latest version of maya (source is free, thou).

For normal baking, there's a free mray shader you can obtain from www.drone.org for both 4.5 and 5.0. Using mray will also allow you to bake any G.I. solution, if you decide to use that, too.

If you prefer to use just the maya renderer, there's a rayBake solution that you can buy from www.lightengine3d.com.

Also, if you are getting half life2, it is supposed to come with a lite version of xsi, which should also offer a way to do this.

gga
07-12-2003, 06:00 AM
Forgot one option for maya.

There's also bakeAir, which seems to produce better results, according to drone, but you will need a way to generate a rib file with shaders attached.
If you are not too familiar with hacking ribs/SL, you may want to take a look at mayaman/mtor as a solution to that.

Gremlin
07-12-2003, 06:38 AM
hmm, I'll have to check it out (some of this sounds like gibberish to me, so I gotta read up on some of those readme's or something) :D
Cheers,
:beer:

thomaspecht
07-12-2003, 12:28 PM
read about how to do it in maya with freeware-plugins/scripts here: http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=9&page=0
but read the forum rules, before you post something ;)

orb works pretty fine, btw.

Levitateme
07-12-2003, 06:17 PM
since there seem to be a few people here who know about normal maps. does anyone know why when i bake my normal map from my high res character, i get like chekerd specs on the normal image? there on ly in a few places like the persons feet, if anyone has any ideas i would be MORE THAN happy...to send the scene, i emailed oliver, he asked for the scene, emailed me once. then i guess he had to giv eup on it.

Gremlin
07-12-2003, 10:43 PM
*bump*

thanx... I think i'll be able to do it in maya, which is good to know I'll be able to use 3dsmax and/or maya depending on which is best for the team :D
Cheers,
:beer:

thomaspecht
07-12-2003, 10:47 PM
is it maybe caused in areas where geometry is overlapping or very wrinkled - sideparts of toes, fingers, etc? i had a lot of problems there when doing normal maps for the first time. it happens where lo-and hi-res mesh used for normalmap-calculation do intersect or the ray length is not adjusted correctly.

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