HALP!

HALP!

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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

HALP!

Post by MidKnight »

Code: Select all

[21:16:26] <[1uP]MidKnight> I've got myself a loverly radiosity lightmap
[21:16:35] <[1uP]MidKnight> now I need to make an image out of it
[21:16:38] <[1uP]MidKnight> but idk how
[21:16:57] <Overkill> what?
[21:17:34] <[1uP]MidKnight> I'm experimenting with preshading via radiosity bakes
[21:17:54] <[1uP]MidKnight> I've basically got a PWN preshading texture
[21:18:05] <[1uP]MidKnight> but it screwed all the uvs
[21:19:14] <Overkill> pics
[21:19:41] <[1uP]MidKnight> k
[21:23:48] <[1uP]MidKnight> http://i41.tinypic.com/9ll7wn.png
[21:23:51] <[1uP]MidKnight> epic preshading
[21:24:07] <[1uP]MidKnight> (that's 100% shading, no lighting)
[21:24:34] <[1uP]MidKnight> and then theres this:
[21:24:35] <[1uP]MidKnight> http://i41.tinypic.com/24ditud.png
I'm trying to use Blender's radiosity renderer to generate a shadowmap for my preshading needs, but I cannot geta finished image that maps onto the existing UVs.
:(
HALP!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: HALP!

Post by smoth »

[8:24:57 PM] <smoth> snicker
[8:25:00 PM] <smoth> yeah that is bad
[8:25:04 PM] <smoth> snicker
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: HALP!

Post by MidKnight »

[21:27:46] <[1uP]MidKnight> snicker?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: HALP!

Post by Snipawolf »

Just paint it on yourself... For a decent example, see smoth's morty.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: HALP!

Post by MidKnight »

I'm doing this...

...for the sake of SCIENCE! :P
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: HALP!

Post by Pressure Line »

MidKnight wrote:
[21:27:46] <[1uP]MidKnight> snicker?
lern2english. or lern2google.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: HALP!

Post by MidKnight »

I know what "snicker" means. I just don't understand whySmoth would snicker at me. :P
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: HALP!

Post by rattle »

because you're a very intelligent person

Add a subdivision modifier like the simple or catmull clark one (former for hard, latter for round stuff) at two or three levels, make sure that apply to render is selected and that the UV coords stay untouched and bake the ambient occlusion at 16x. Experiment with the bias setting to smooth out any intersections

MeshMapper can do the same by the way.
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