Metasequoia modeler tutorials and Keynote translated plugins

Can't grumble at that Ben. though not the bast view of any normal mapping.
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Have you tried it? Actually alot of game developers use it.

Make sure you have 'average normals' in the options for normal mapping. You'l want a maximum frontal ray of about 2 also.

Dont forget that you'l need to have unwrapped everything.

If its not working for you ill do you a blender tutorial. Or theres Faogen https://www.rusteddreams.net/faogen.html
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This is the normal map i got from blender when i started sculpting about 2 years ago...

The situation is easy to setup, with the lights affecting the map how you want them to. Blender isnt that hard ‎  Smile and if you get to grips with the basics, you might want to enjoy the sculpting tools.


Attached Files
.bmp   skullmap.bmp (Size: 768.05 KB / Downloads: 339)
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Nice Ben. Can you show the related mesh?

Here is the info from Mr Mizno


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Ahh, so the ability to real-time render bump maps and normal maps is what has been added to v3? Figures, it was just me being stupid ‎  Tongue
It seems to display fine with Ben's skeleton normal map - cool!

Mark, does your video card support Pixel-Shader 2.0? ‎ 

Thanks for the info about xnormal Ben, do you know what mesh formats it can import?


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Funny you should mention that John. The graphics card on the pc has given up just this minute, and I'm not sure whether it is worth replacing. Hmmm
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John rather than extracting info from the list I thought it would be better in screenshot format, obviously us metaseq chaps would import a .obj file.

Mark, I took a screenshot of the mesh for you. It was my first proper sculpt for a texture on a low poly model, and was lacking in alot of areas (the main glaring error is too much definition at the top of the model, less where its needed).



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Ah box modeled from a cube. Now I see I was expecting way fewer poys. Was that through X normal Ben?. I was looking at the retopology tools in blender and it seemed to work in the same way as the poly surface plugin we have for meta.

Ordered a graphics card from ebay - so I could be crying or smiling tomorrow!
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Good luck with the graphics card ‎  Smile

Actually I only started using xnormal recently, this map was taken from blender. Yeah - its high poly. Speaking of which did you know about the amazing, poly reducer for blender 2.49? Im not sure if its been updated for the latest version. Basically you can reduce a ton of verts without distorting the UV (super useful) i used it for my NPCs heads in Rathmor. If metaseq had this function (John? ‎  Rainbow) it would be great.

There are some great tools in blender that work way better than meta's mesh smoothing.

Multires (picture is decieving)

https://www.blender.org/development/rele.../multires/

Built in subsurf (a bit more accurate)

https://wiki.blender.org/index.php/Doc:2...te/Subsurf

Beauty fill, about halfway down the page, along with the regular fill faces (hit F after selecting 2-4 verts)

https://wiki.blender.org/index.php/Doc:2...Fill_Faces

Particle systems for hair etc

https://youtu.be/TyOXbdvlIqI

To name a few ‎  Sweatdrop
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Success with the graphics card - back on the big screen again. Some useful bits in ver 3 - in rotation, hold ctrl and you can move the rotation handles to a new position.
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