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 Post subject: 3dsmax subd/UV solution?
PostPosted: Wed Jul 07, 2010 8:27 pm 
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Ludicrous Kill
Ludicrous Kill

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Jeff Ross has a tutorial on his site about baking using proxy meshes....

My problem is I can't seem to find a solution to his technique in 3dsMax (he's using Maya I believe).

Below is the relevant screens from his tut...

The top image is similar to what I can get currently (mesh smoothing/or flow connect with preserve UV's ticked OR turbosmoothing).
The bottom image he has unticked smooth UV's which has given straight edges perfect for baking straight normal edges (rather than the wavy ones!).
Attachment:
JR_Proxy.JPG
JR_Proxy.JPG [ 221.63 KiB | Viewed 74 times ]

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Wed Jul 07, 2010 8:34 pm 
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Why are you trying to unwrap something that hihgpoly anyway?

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Wed Jul 07, 2010 8:54 pm 
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Ludicrous Kill
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That unwrapped mesh acts as a proxy mesh for the baking of the higher poly cylindrical/spherical mesh into the lower poly UV's so that you can get normals like on the right rather than what you'd get baking straight to the low poly (on the left).
Attachment:
proxyresult.JPG
proxyresult.JPG [ 176.62 KiB | Viewed 70 times ]


It's not for anything I'm working on atm... Just trying the technique out.

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Wed Jul 07, 2010 8:57 pm 
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Ah right I understand now, I can see how that would be pretty useful on low-res textures.

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Wed Jul 07, 2010 9:53 pm 
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Clear smoothing groups on the polys, then tick preserve smooth groups in mesh smooth?

Not quite sure i followed the problem

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Fri Jul 16, 2010 2:23 pm 
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If you are refering to the curve of the artwork in the normal map, this is (guessing) Maya using subdivision surfaces rather than a mesh which is what max is using.
Put a turbo smooth on the max version.

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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Fri Jul 16, 2010 5:11 pm 
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Ludicrous Kill
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Both Turbosmooth and mesh smooth manage to retain the UV's boundaries, Turbosmooth does a much better job though (keeps the vertical lines straight).
However either method in 3ds Max still created a curve inside the boundaries of the UV's as shown in the image below on the right.

So I just learnt/used Maya to create the mesh/UV's --> still not a max based solution though.
Attachment:
JustUsedMaya.jpg
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 Post subject: Re: 3dsmax subd/UV solution?
PostPosted: Fri Jul 16, 2010 6:11 pm 
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Looks like differences in the subdivision algorithms to me. Would be cool to have that kind of functionality in max also.

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