Well try as a 16bit first to see if it works the edges can wait...get the map to work and then seal up the edge later.
Create a blinn shader and the add the dismap to the sg node of the material into the displacement channel.
Add a mental ray approximation node to the model. for now use parametric settings on the default of 2...you can increase this as you go along...no more than 4 though.
Also check that feature displacement is off on the model in the attribute editor.
In the 2d tab for the displacement, scroll down to the color balance and in the Alpha Gain put in 2 and in the Alpha offset type 1.
Do a render. It may be bloated it may not be. If it is then decrease the gain and then decrease the offset values. Note that the Alpha Offset value should always be half of what ever value the gain is.
Also it may be worth adding a smooth level of 1 to the mesh as well just to help the map too. Keep playing with the figures until the result is what you want
ok so for some reason the displacement map wont show up with a 16bit tif but it will when doing the 32bit .exr but the exr is when it blows up beyond belief and i'm still getting that seam explosion. it goes down as i increase the poly count but not he subdivision count with the approx editor
ok so the problem is with my UVs, I redid the UVs by setting up the create UVs option in mudbox and got rid of the explosions, but now i'm getting some tearing, but thats a common problem if i remember correctly.
I exported from maya to mud. and exported the base mesh from mud as an obj back to maya.
when i was putting the dismap on my origional maya mesh i kept getting the explosions at the seams so i recreated the UV set in mudbox which fixed teh explosions now i just have this problem here.
Ok, so you baked the textures... The seems are likely the result of the I.d.'s of the UV's on the base mesh not matching up with the texture map. It's unlikely that you will be able to fix that problem. I'm not saying it's impossible, just unlikely.
I recommend that you redo your model again from scratch and re-sculpt in mudbox and make a new texture map.
well teh other option that I have here is to use a different base mesh and a normal map. only thing is the other msh that actually works is about 50k polys while the base mesh for my original model is 7304. and i'm not really sure what i could do differently on a scrapped and new mesh than what i did on this one.
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