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View Full Version : Baking bump map trouble on architactural arch!



Ade
03-01-2004, 10:49 PM
Hi guys im trying to bake some bump maps and dirt onto this arch, trouble is in the newtek cow tute it says to triple the model to rid of 4 vertices.
I did it and now when i render I get these bad tripling marks.. Can u help, the shape was very simple before triple.

Ade
03-01-2004, 10:51 PM
I get this-

Ade
03-01-2004, 10:53 PM
Need the bake results to look like this-

riki
03-01-2004, 11:46 PM
Hey Ade, not too sure about that one. Maybe you need to increase the res of the mesh in parts.

Ade
03-02-2004, 07:55 AM
Thanks Riki its helped a bit... Duping the later and playing around with multily etc helped too.

Lamont
03-02-2004, 12:27 PM
Put your bump in the color channel. Then bake.

Lamont
03-02-2004, 12:28 PM
Actually, go to here:

http://tiemdesign.com/3DTutorials/2003/March/LWBumpMap/default.asp

bradl
03-02-2004, 08:31 PM
Originally posted by Ade
Hi guys im trying to bake some bump maps and dirt onto this arch, trouble is in the newtek cow tute it says to triple the model to rid of 4 vertices.
I did it and now when i render I get these bad tripling marks.. Can u help, the shape was very simple before triple. As far as your weird uneven look after tripling, look at your tris for the front and back surfaces. They are not on the same plane. Go into Modeler and Set all your common suface points to the same z value or use Info window to do it.

Simon
03-03-2004, 09:31 AM
As it stands Surface Baker is a right pain to use sometimes, which is a real shame as it could be so powerful. I only hope they revamp it in the near future. I'd use it constantly if they did. Anyway back to your question, complex booleaned shapes like that are never going to triple well, but for your arch I'd have thought selecting all the polys on that front face, then cutting and pasting them should stop the smoothing errors from creeping round the edges?

Ade
03-03-2004, 09:26 PM
Didnt use booleans, as for being complex naa it was a shape extruded in lightwave with a slight offset thats all..hehe