This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
I sculped this little guy a few months ago, but had to postpone the project. Now I'm picking up where I left, but I'm having quite a trouble baking the normal maps again.
Before I shelved the project, I baked the normal map for the facial features and everything went really smooth from Mudbox to Maya. No problems.
Now that I have to add some extra details in Mudbox, I can´t get the same results whatsoever! It´s the same meshes, the same files, same UVs, SAME EVERYTHING... except for the baking settings! And I can't remember the settings I used the last time.
It´s been 2 frustrating weeks trying every single setting available using the old "trial and error" method and i can't make it work. I´ve even tried baking the normal map in XNormal... and I can´t get it right!.
Here are some examples:
Original Normal Map baked in Mudbox 2011 with unknown settings:
Mudbox 2011 Subdivision 2k:
Mudbox 2011 Raycasting (Closest to Target, Best Guess, 2k):
XNormal (Using the values from the Ray Distance Calculator, Average Normals, Match UVs, Edge padding: 32, Bucket Size:128, 2K):
I would try Xnormal it does a better job of creating the normal than mudbox and its free, if not does mudbox not have a maya setting or is that for displacment map.............dave
I would try Xnormal it does a better job of creating the normal than mudbox and its free, if not does mudbox not have a maya setting or is that for displacment map.............dave
Thanx dave:
I used XNormal for the last image, and I still can´t duplicate the original result, no matter what settings I'm using.
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