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vox sculpts


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66 replies to this topic

#41 Yearoftheox

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Posted 18 March 2012 - 08:07 PM

ok.... I have a question, now that i've done a clean install, on a new system, I get to start the trial period over again, so I went back to revisit some older projects, try out the export options, to see how it works. I tried exporting my 'marine' sculpt, but It did'nt export correctly. My normal map lost its details, trying to figure it out, I discovered that when I 'merged with normal map (pp), my normals got baked to the 'Normalmap' layer of my texture, but when painting my texture, (with normal, diffuse and spec turned on), they went to the 'diffuse' layer I was painting on. (example pictured.)
I assumed the normals I painted were assigned to the normal map layer. Obviously not. How can I combine the normal information in my diffuse layer with the baked normals in my normal map layer.

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  • Normal Problems.jpg


#42 Garagarape

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Posted 20 March 2012 - 04:46 PM

Hi there. Never had problems with normal baking in 3dc.
On your screen-shot the texture don't look like a tangent space normal.
Is it also part of your problem? Did you tweaked the baking options or directly
used the default one from the retopo room (Bake with NM)?
Hope that you'll find a way to solve your problem.
May be better to ask some help on an other section.

#43 Yearoftheox

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Posted 09 October 2012 - 01:54 AM

Made a new model today, all in 3dCoat, but rendered in 3dsMax viewport. The exported Lowpoly was 1600 tri's, with diffuse, spec, and normal maps.

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  • BSmith Hmmr.jpg


#44 Yearoftheox

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Posted 17 October 2012 - 05:19 AM

Made another one, 578 tris, with diffuse, spec and normal. Made all in 3d coat, rendered in 3ds max viewport.

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  • Knife.jpg

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#45 digman

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Posted 17 October 2012 - 04:20 PM

The low polygon knife looks very good... nice work... :good:

#46 Yearoftheox

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Posted 20 October 2012 - 08:48 PM

thxs for the kind words digman.

I started a new project today, but I'm having problems, the normalmap isn't baking correctly. It seems to follow the lowpoly mesh of the blade, instead of baking the highpoly blade.
I've tried baking it several times, but can't get a different result. Anyone have any tips for baking the normal map?

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  • mr pointy.jpg


#47 Yearoftheox

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Posted 22 October 2012 - 04:44 AM

well, I haven't figured it out, so I fixed the normal map in post.
Final model 1600 tris, with diffuse, normal, spec, and self Ilumination.
Everything made in 3dcoat, textures tweaked in paint shop pro.
Tried a few different render styles. (in 3ds max viewport.)

Attached Thumbnails

  • Mr Pointy Voxel.jpg
  • MrPointy final.jpg


#48 Schoening

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Posted 22 October 2012 - 02:38 PM

I like that Dagger. ^^

Is retopo easy ? I might have to look into it when I want my meshes animated

#49 Yearoftheox

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Posted 23 October 2012 - 12:50 AM

thxs. I find the retopolzing process enjoyable. 3dcoat has some very efective retopo tools, and doesn't take long after you figure them out.

#50 philnolan3d

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Posted 23 October 2012 - 01:32 AM

If you can do polygonal modeling you can retopo. Retopo is actually easier because you only have to worry about 2 dimensions. The third is really already there since the points stick to the base mesh.
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#51 Yearoftheox

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Posted 24 October 2012 - 12:26 AM

Made another.

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  • Axe.jpg


#52 Tony Nemo

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Posted 24 October 2012 - 07:16 AM

Nice job, although the blacksmith may have over tempered the upper point on the blade as it looks a little scorched,
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#53 Yearoftheox

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Posted 24 October 2012 - 11:53 PM

Thxs Tony, yeah, the 'blacksmith' is having problems baking the normals. I painted over the normal map after I posted.

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  • axe fixed normals.jpg


#54 Tony Nemo

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Posted 25 October 2012 - 02:42 AM

Nice job of re-tempering!
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#55 LJB

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Posted 25 October 2012 - 11:20 AM

Nice weapons!! One observation though, I think there might be too much Local occlusion definitly looking at the axe head out highlight around the blade darker center parts. A little would go a lot further and your textures would look less overblown.
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#56 Yearoftheox

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Posted 26 October 2012 - 03:32 PM

Thanks LJb. You're absolutely right, the amb occ is overdone. I didn't notice it as much when i was in max, but definately see it now.

#57 Yearoftheox

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Posted 27 October 2012 - 12:02 AM

I tried again today to export my marine sculpt from when I first tried 3dcoat. I still cant figure out how to bake the normals from a colour layer to the normal layer of my textures.
(I forgot to thank GarageGrape for replying to my post at the top of the page. Sorry).

to restate my problem... I baked a, 'Merge with NM (Per-Pixel)' marine sculpt to the paint room. I had an ambient occlusion, Normal Map, and diffuse layer. I started Painting my textures (with Depth/Oppacity and spec turned on) on the diffuse layer of my textures. (the hexagon pattern and scratches in the texture). So the depth info is stored on the diffuse layer, not the normal map layer. So when I export the normal map, It only contains the original bake, not the painted normal textures).
So. How can I bake the depth information of the textures to the normal map.
I don't know if I explained my problem any better, But If anyone can help it would be appreciated.

Attached Thumbnails

  • Marine Normals.jpg


#58 Yearoftheox

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Posted 27 October 2012 - 12:18 AM

Hmmm, Right after I posted, I exported the model with a .tga extention for marmoset, and the normal information is there. I didn't do anything diferent. I'm a little confused.

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  • MarineMaromset.jpg


#59 Yearoftheox

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Posted 27 October 2012 - 04:28 AM

Ok, finally I have a half decent render of my 'marine' nothing else new. All made in 3dcoat, rendered in marmoset.

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  • Marine_Marmoset_render_01.jpg


#60 Taros

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Posted 30 October 2012 - 09:02 PM

Which file format did you used before baking to tga?
It would additionally help to see the layers inside photoshop. Looks like there is some alpha information in the "buggy" normalmap.

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