• Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Social Media
    •   @Wings3dOfficial
    •   @Wings3dOfficial
    •   Wings3dOfficial
    •   Wings3dOfficial
  • Register
  • Login
  • Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Register
  • Login
Wings 3D Development Forum Wings 3D Gripes & Grumbles v
« Previous 1 … 3 4 5 6 7 8 Next »
UVMap issues, and ideas..

 
  • 0 Vote(s) - 0 Average
UVMap issues, and ideas..

Pages (3): « Previous 1 2 3
Nova
Offline

Member

Posts: 164
Threads: 22
Joined: Nov 2012
#21
10-13-2015, 07:09 PM
In an XNormal workflow, you only need to unwrap a model once, but you can never get around the fact that it does need to be unwrapped one way or another.

A display shelf should not be that big of an issue in wings, using Segment By>Projection, then Continue>Project Normal in the segmenting window. After that, it's usually just a little bit of stitching and moving/scaling.

For something boxy, I normally wouldn't use the XNormal approach of modelling a hi-res version, then baking the normals. Instead, I'd usually just rely on generating a normal map from diffuse/albedo textures. Of course, it depends on where the model needs to go, if it's a game or a movie, fx.
Kagehi
Offline

Junior Member

Posts: 31
Threads: 5
Joined: Nov 2012
#22
10-13-2015, 08:59 PM
Yeah, well. The "shelf" is going to be just a flat plain, with "all" of the geometry done using the normal map, if possible. Not sure if this will produce the results I need though. I might end up with no better than if I had just used the flat texture. Its possible there just isn't actually enough difference to matter.
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)

Pages (3): « Previous 1 2 3


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:

© Designed by D&D - Powered by MyBB

Linear Mode
Threaded Mode