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Making of Varga

“Making of Varga ” by Paul Tosca The best way for this is to compute the normal map with the software that will assure no problems in the end , for this project i used maya for rendering and i had to compute the normal maps within maya to make sure they will render properly.If you are using normal maps computed within maya ( with transfer maps tool ) and want to render with mental ray renderer within maya than make sure to check that in the Render Settings dialog -> mental ray tab->Translation->Performance you have checked Maya Derivatives (like in the image below – note that this option is off by default) this way you will use Maya’s derivatives calculation for bump mapping providing compatibility with Maya for mental ray, also note that this option is only available when Export Polygon Derivatives is also on.

The second approach for modeling : high poly/low poly/uvs /textures will give you the freedom to start sculpting and adding details from the beginning and you will get rid of the problem stated above also. However ,when modeling the high version first you have to keep in mind that this will be used to bake normals for a low poly cage and model it accordingly. You will have to estimate what details worth adding and that could be used properly when computing the normal map for the low poly version. For instance if i will have the high poly below
…i could use a single quad plane for the low poly but the result will not represent the high version very good when viewed from above they seem too look identical
but when viewed at slanted angle you can see that the single guad plane does poor in reproducing the high detail
a better approach is to spend a couple more polygons to make the low poly better match the high version
then the low poly with normal map will look better viewed at slanted angles ( of course ,depending on the polygon budged you could add more geometry to get rid of the rugged look )

     

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