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moyae
07-24-2003, 09:09 PM
When working in the viewports of Maya 5, random faces on the geometry seem to flip their normals when I orbit around. This happens in every shade mode except wireframe(of course). I've checked the normals and they are all the way they should be.

Also around edges where different objects intersect there isn't the straight line like you would expect. Instead there is a jagged line that jumps when you zoom in or rotate around. If the camera is far away then the peaks of the line are larger and more spaced out and as you zoom in they become smaller and closer together.

Also when you select an object in smooth shade it disappears except for the wireframe of it.

swag
07-24-2003, 11:44 PM
what gfx-card u used?

Levitateme
07-25-2003, 01:36 AM
that sounds like a shader problem as well. some of the toon shaders i downloaded give me that stupid effect.

Levitateme
07-25-2003, 02:18 AM
I was looking for some pics of high res doom 3 models. i couldnt find anything. then i found these pics on a google seach, i think there of quake 4? i know they are using these to get there normal maps from. i have alot of questions, i hope someone can answer.

1. how would i model something with this much detail. then convert it to a low polygon model. im guessing i would have to do some clean up...like deleted edges, things like that? that isnt really a question, just curious if someone has some good methods.

2. how do you think they go about getting the normal maps off these high res models. the way i do it is , i model low. then i convert to like a high smooth. but for these models i dont know what they would do. would they build the high res model then convert a low res model.

3. if i was to get uvs from my high to my low. is that possible? if i had this model for exp, would i do the uv mapping on the high, then that way they would transfer to the low? with a modelwith this much detail, i cant imagine setting the uvs for that.

4. on alot of this model there are little pieces of geometry, just stuck on there. like the little cylinder shapes on the gun. there're detached geometry everywere. if i was going to get a normal map off this onto my low poly model. how do they get the geometry included in the normal map when its not part of the model?

i hope someone has some ideas behind this, there are alot of silly questions sorry, just i have no idea how to do this. i can make normal maps just fine. but once i saw these images, it was a whole new way of thinking. any ideas would be greatly appreciated. thanks.
http://home.bresnan.net/~planetofsound/WebHelp/Marine02.jpg

http://home.bresnan.net/~planetofsound/WebHelp/Marine07.jpg

trthing
07-25-2003, 02:18 AM
Could you please post a screenshot?
I am having problems myself and would like to confirm it is the same issue (or please take a look at http://www.cgtalk.com/showthread.php?s=&threadid=66884 )

swag
07-25-2003, 10:09 AM
very strange what does the quake model here? ok i try to answer some question ID used normal maps i dont know if this is a model for a cut scene movie or a high poly for capture the normal map - i saw some tools that convert a normal map from a high res poly mesh - ID used the normal map for better bump maps but there is a new technik for micropoly displacement renderer to render a low res poly with a normal map so that the output looks like the high res
http://www.seanomlor.com/mikeb/
http://www.drone.org/
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=395
http://www.cgtalk.com/showthread.php?threadid=77779

swag
07-25-2003, 10:16 AM
Levitateme sorry i saw ur normal map tut too late :)

Levitateme
07-25-2003, 10:24 AM
sorry moyae
i mustve been viewing your post and was going to respond to this. but i had to many windows open for MYIE. so i was just typing on the wrong one i guess sorry for putting this here.

thanks swag

swag
07-25-2003, 10:28 AM
where u get this pic? this is intern stuff i think

Levitateme
07-25-2003, 11:07 PM
google search.

moyae
07-29-2003, 03:06 PM
here are a couple screen shots of the problem. the graphics card i am using is a nvidia geforce 2 mx.

moyae
07-29-2003, 03:11 PM
and another

Electrofirma
07-29-2003, 03:26 PM
If you haven't done so already, update your video driver from nVidia's web site.

Also in the older drivers(I can't find it in my current driver) there was a setting to force a 16 bit depth buffer. If you have that option you want it turned off.

Hope that helps.

alexx
07-29-2003, 04:05 PM
those images you sent look a lot like a camera clipping plane problem to me..

try the following:
go the the cameras attrib editor,
uncheck the "auto clipping planes" checkbox
now narrow the min and max values as close as possible (meaning: putting the min value higher and the max value lower

cheers

alexx

moyae
07-29-2003, 05:59 PM
i had already tried to adjust the clipping planes but to no avail. updating the driver did the trick though. thank ya much

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