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# 1 30-05-2013 , 06:37 PM
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newbie question

Hi

I'm learning Maya right now and am working on my first serious model. Right now I have a pretty basic square with some additional geometry added on. What I'd like to do is make a low poly version, basically turn all that into a texture, with normal map and such, to put on the same board. I though I could do it with transfer maps, but that didn't work. How do I go about this?

Thanks

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# 2 04-06-2013 , 05:21 PM
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Before trying to explain how that would work, maybe is better if you tell us how did you try to achieve what you wanted to do and on a side not, I'd like to know if that model in the screen has UVs or if those materials have been achieved in another way.

# 3 06-06-2013 , 09:38 AM
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I tried to do it using transfer maps. But that didn't really work. The result was either an all black texture or something really distorted. I finally managed to do it by creating maps separately using render passes, and then applying them as textures. I would still like to know what was the problem with the transfer maps. I did think it had something to do with UVs. On the model in the picture, the wooden part has a planar mapped UV and a material with a texture from file. The metal pieces, have their default UVs (didn't create UVs), and a baked substance texture. The rivets are also with default UVs, and simple black material.

I also added bevel to the wooden piece later which I think might have something to do with it. The model I tried to transfer to is a copy of this but without the metal pieces and the bevel.


Last edited by Zen86; 06-06-2013 at 09:42 AM.
# 4 10-06-2013 , 12:41 PM
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Since you made a "hipoly" version of something, you need a lowpoly that matches it but for that shape even a simple cube properly modified can work. Once you have this, create the UVs and remember to keep them in the 0 to 1 space. Once this is done, you can bake your maps using transfer-maps choosing as target mesh the lowpoly mesh and as source mesh all the meshes that make your hi-poly. Choose the maps you need, tweak the envelope and you are done.
If you are having problems with it you are most probably messing with the settings or not having the 2 meshes one on top of the other.

# 5 12-06-2013 , 05:19 PM
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Since you made a "hipoly" version of something, you need a lowpoly that matches it but for that shape even a simple cube properly modified can work. Once you have this, create the UVs and remember to keep them in the 0 to 1 space. Once this is done, you can bake your maps using transfer-maps choosing as target mesh the lowpoly mesh and as source mesh all the meshes that make your hi-poly. Choose the maps you need, tweak the envelope and you are done.
If you are having problems with it you are most probably messing with the settings or not having the 2 meshes one on top of the other.

Ah, that was the problem. I didn't realize the meshes had to be on top of each other. I tried again, and it worked, but not very well. I tried bump and diffuse maps. The wooden board texture transferred ok, but the metal parts didn't. The envelope didn't cover the metal parts fully unless I enlarged a lot and then it didn't keep its shape but sort of balooned. If the envelope covers the metal parts fully then their surface textures transfer fine but there is sort of smear around them from the angled envelope. I must be missing something.

Here's the original in the center, the badly transferred maps on the left, and what I did with render passes on the right.

user added image

# 6 17-06-2013 , 08:40 AM
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Check the vertex normal of your object, they might be reversed. And make sure that the envelope settings you choose are fine with the way you setup your scene so if the envelope covers everything, choose "inside envelope only" as search method, etc.

# 7 24-06-2013 , 05:32 AM
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Well I managed to do it. But there's a problem. You see the metal piece farther from the camera looks like it's sunk in instead of bumped out. The shadows are on the opposite sides.

user added image

It looks like maybe the projection for the bump map orignates from a point too close to the mesh. You can see in the next picture. There are also some artifacts visible on the bottom of the extruded part on the board. I tried enlarging the envelope, playing around with the settings but couldn't figure it out.

user added image


Last edited by Zen86; 24-06-2013 at 08:36 AM.
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