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digman

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digman
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  • I am enjoying this workflow made possible by Shadermap 2.
    Too much fun...
    Now changing the real model to meet my favour...

    edit: updated the image...

    7FpC…            </div>
            <div class= in External Editor Work Comment by digman August 2012
  • Good Job... on the extra controls. They help alot for adjustments to the maps. :)
  • Ok, This is the next step in the workflow.
    I have converted the SM2 displacement map to real polygons, (9 million) using 3DCoat.
    The texture colors from the image (referenced from the obj mtl file) were converted to vextex colors (polypa…
  • Here is a quick test render of the displacement map. It is only a 1024 map so the quality is not that great but again I pleased with the displacement map itself...
    It would work though very good in a larger scene at the 1024 map size and I cou…
  • Thanks for the explaining again and opps I forgot to try "search" to see if this topic was already covered.

    Looking forward to testing the beta....
  • I think maybe in this case the problem resides in the exported normal map. Maybe some normal information that is picked up by your program. The normal map looks correct, that is no plaid you can see in the normal map. I'm still stratchng my head on …
  • Thanks for your quick reply and that it is possible, I'm a happy camper...
  • Thanks for the quad obj import, One less loop to jump through and much appreciated...
  • I do not mine at all, use any image that you want to...