Jump to content

Mervic

Regular Member
  • Content Count

    108
  • Joined

  • Last visited

Community Reputation

4 Poor

Profile Information

  • First Name
    -
  • Last Name
    -
  • C4D Ver
    12 (or older)
  • Location
    Germany

Recent Profile Visitors

1,269 profile views
  1. Mervic

    Seam on baked normal map

    Looking at your scene file, there are these things I'd like to mention: - About the seams in general Before baking textures it's necessary to think about the so called pixel border (in some applications called padding). In the texture baking dialog the default value for the pixel border is set to 1. This might be enough if the texture output size is 256x256 (default). But if your desired texture output size is 1024 x 1024 pixel, it's necessary to increase the pixel border value to e.g. 10. This fixes the seams issue by creating an additional, stretched to 10 pixel width, texture data padding around the UV islands. Always provided there is enough free space which can be used on the output texture map. The areas marked with red arrows are showing some UV polygons touching the edge of the UV space, or some are very close to the edge. This is not good, even the largest pixel border setting can't solve this. All texture data for this areas captured by the baking process will be ignored and this might cause some texture mapping trouble. So just move the UV islands slightly away from the UV space border, increase the pixel border value and bake again to solve this. Btw.: The Supersampling setting in the baking dialog can help to improve the output quality (Anti Aliasing) of the generated texture map(s). Unfortunately it also dramatically increases the processing time. If your output texture map looks pretty jagged, set the Supersampling value e.g. to 2 and compare the results. Or just choose a much higher resolution for the output file, manually optimize these areas in Photoshop and scale the whole thing down at the end. - About the normal map As far as I know, the normal map baking requires a second, higher resolution mesh, to capture those surface details you wanna bake. Since I don't have access to a computer with R19 at the moment (I'm still on R12 and its baking options are unfortunately absolut outdated), I have to guess for the right baking settings. Must be something like this: for the output texture options: "Normal" checked, usually a source mesh has to be defined, and in most cases "Tangent space" for output has to be activated. - About the UV layout: I do not see the need to cut the mesh in this "pacman style". A simple loop cut to get two "donut halves" would be enough. illustration: https://i.imgur.com/58QekJ6.jpg Hope this helps
  2. Mervic

    Putting sides on this object

    Maybe this way... https://i.imgur.com/CVsvSKc.gif
  3. Mervic

    Triangle Complex 3D Scanned Objects

    In addition to the traditional methods of manually creating a retopologized mesh (that can be time-consuming and cumbersome), you could consider to tryout the free and portable Instant Meshes app or the free (and complicated) MeshLab app. But in my opinion, it would be best to use ZBrush (if avaliable) to do such a job in the shortest possible time. Especially with scanned models and their usual problems, I am always surprised how simple and fast that can be done. A typical and simple workflow is shown here: https://i.imgur.com/tPCzZin.jpg
  4. Probably the convex upper part of your mesh is not connected with the rest of your model (parametric OilTank as source mesh?). So run an Optimize command to get rid of unnecessary points and try again.
  5. Mervic

    Cube Appreciation

    This is awesome! Wish you would share a comprehensive and detailed tutorial.
  6. Try this site http://www.spacetelescope.org/images/archive/category/stars/
  7. Mervic

    How to uwrap this object?

    And you're thinking this is a proper and useful layout?
  8. Mervic

    Phong issue??

    Can't say - I'm using CS6 with NVIDIA Texture Tools for Adobe Photoshop https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Maybe that's the reason in this case. I send a PM with a download link for a project file you can try out. I do not want to make it publicly visible. btw: Why is your mesh mirrored?
  9. Mervic

    Phong issue??

    I can't confirm that issue. (I only used kz3_hgh_engineer_trooper.obj combined with kz3_hgh_engineer_trooper_body_d.dds, kz3_hgh_engineer_trooper_body_n.dds and kz3_hgh_engineer_trooper_body_s.dds (maps loaded in PS and saved as psd)) Could that be a simple map converting problem?
  10. Looks as if your reference images are from this site so you have the name of the tank Pz.Kpfw. E-100 or Panzerkampfwagen E-100. A quick web search for blueprints gives this result you could use for modeling the overall shape of your vehicle. For detailing your polygon model you could use professional models as guides. Some authors (this one for example) are providing helpful wireframe screenshots.
  11. Anyone already tried this Render Photo-Realistic Images in seconds feature?
  12. Mervic

    Graphics Driver Error ?

    C4D option or graphic card option? Sorry, I'm no nerd It's C4Ds OpenGL capabilities summery what is astonishing (marked in screenshot). Found it as graphic card option and will give it a try. Thanks
  13. Mervic

    Graphics Driver Error ?

    Any idea why this happens? (When selecting elements and dragging the mouse, or rotating or zooming in the view port) I know it's not the best graphic card, but currently I can't afford another one. Drivers are always up to date.

×