Member simsimma31 Posted January 19, 2010 Member Report Share Posted January 19, 2010 I am trying to understand the process involved with normal mapping. This is what I have so-far 1: Import character into 3DC via Per Pixel Painting 2: In the Retopo room model the shirt and thereafter complete UV mapping 3: Merge character into Voxels room and transform the character to match the character size in the Retopo room since the original character is weightmapped and boned in lightwave. 4: In the Voxels room pick from retopo in this case my shirt created in Retopo 5: Sub-divide the shirt object and Run the cloth simulation ...Ok here is where it gets abit confusing I have watched the tutorial VoxtoNormal so I am assuming that the next step would be to: 1: Right click Shirt object in the VoxTree and select quadrangulate for per pixel painting...as described in the video tutorial which I have followed to the latter...Only problem is when the process completes my shirt is not normal mapped correctly...looks very odd with lots of pock throughs...am I missing something? Sim Quote Link to comment Share on other sites More sharing options...
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