polyboost and normal mapping
Posted: Sat Jan 12, 2008 9:44 pm
Just been in their site, well I haven´t tried the tools, but couldn´t see anything in their features that you can´t do with the standard tools in max, (sure Maya and SoftImage have similar things, still don´t know about Blender).
Maybe I should take screens so when I get in trouble I can show you the mesh modifiers involved, I´ve done the process several times for training with different figures, and some 2000-10000 polygons with both subdivision and nurbs, and textures with deeppaint and max 4 a while ago, and the unwrap tools of recent max.
I assume you can get smoothed shapes with subdivision techniques, but I meant it´s difficult to get natural transition planes with very few faces (joints tend to show excentric vertex you need to refine, etc.)
Thanks for the details, I´ll have a look at some lightwave tutorials, to get an idea of the relative modules in max, so I don´t miss any phase vermeer mentioned.
For what I´ve seen of the tuts referenced somewhere back in this post, normal mapping consists in the generation of a map that includes the bump channel, plus two more color channels for... side lighting? If usual bump maps, when combined with good color maps, already mean good results, expectations must to be high. I'm looking forward to try it.
Holidays next week, so I'll post an update when we're back
Maybe I should take screens so when I get in trouble I can show you the mesh modifiers involved, I´ve done the process several times for training with different figures, and some 2000-10000 polygons with both subdivision and nurbs, and textures with deeppaint and max 4 a while ago, and the unwrap tools of recent max.
I assume you can get smoothed shapes with subdivision techniques, but I meant it´s difficult to get natural transition planes with very few faces (joints tend to show excentric vertex you need to refine, etc.)
Thanks for the details, I´ll have a look at some lightwave tutorials, to get an idea of the relative modules in max, so I don´t miss any phase vermeer mentioned.
For what I´ve seen of the tuts referenced somewhere back in this post, normal mapping consists in the generation of a map that includes the bump channel, plus two more color channels for... side lighting? If usual bump maps, when combined with good color maps, already mean good results, expectations must to be high. I'm looking forward to try it.
Holidays next week, so I'll post an update when we're back