Normal map test UV unwrap tools

Sorry for the moon. I thought it was funny. :lol:

This was realy just a test to see if I could get one of my Zbrush models into unity with a normal map. I’m trying to start my first character and learn to rig and stuff.

I was wondering if anyone had been doing normal maps in Unity, because mine don’t seam to be right. The map moves a little to much across the mesh. I get a drifting belly button when I rotate around the model. I did generate the map in tangent space so I know thats not the problem. If anyone has any suggestions, let me know .

I used the normal map for a bump in this pic and it worked great. Guess I don’t need the normal map after all.

Can you send in the project folder with the model and the normalmap using ReportBug.app?

Thanks Aras. Will do.

Stupid me. I didn’t see that height slider. I just needed to drop it down. It works great except for a few strange polygons causing artifacts. I’m not sure how to fix them. Maybe it has something to do with the normals.

Right now she’s 3700 poly’s. I actualy generated the normal map in Maya from my high poly ZBrush model because I wanted to optimize the low poly mesh a little better wich would have been hard to do in ZB. I’ve been struggling with UV mapping her, but I found that Blender has an awsome way of unwrapping, especially for organic models. Next I’ll try to make hair and a little more clothing.

Might be worth checking out this for blender style uv unwrapping in Maya -

http://www.pullin-shapes.co.uk/

I will try this plugin, looks impressive. Thank you Chaos.

Thank you. This should makes things much easier.

That’s a terrific find, Chaos! Looking at those tutorials almost made me want to fire up Blender… :wink:

I just found out that Silo 2 will utilize uv conformal mapping.

Chaos,

I couldn’t get the the UVUnwrap.mll to load in the plug-in manager. I am using Maya 7 and I noticed that all the plug-ins are .lib, also the site says it is for Windows. :cry:

Ah sorry to hear that, I havn’t actully tried it so didnt know if there was any issues.

that’s because MLL are the Windows extension for Maya plugins. It won’t work under OSX I’m afraid. Luckily he supplies the source code, so some mac user could try compiling it.

cheers.

Yes, At this moment, I’m trying to make a build for Mac and for Linux over Maya 6.5. it takes some time.

Pelting is another tool for unwrapping objects in Maya (OSX version available). I’ve never tried it other than a simple test to see how it worked. It seems to spherically warp the UV space too much for my tastes. I’m confused why Maya doesn’t have a native LSCM tool.

PS - hey joacoerazo, if you get that compiled for OSX please let us know. That would be sweet.

If you’re not aware of it already, this might help:

http://www.highend3d.com/maya/downloads/plugins/interface_display/4108.html

Xcode project templates for building Maya plugins.

Cheers.

That’s great, joacoerazo. I Just wish you were making a build for Maya 7. Oh well, I’ll just stick with Blender.

I don’t know if I’ll try the pelt mapping. It looks a tad bit more complicated. Maybe?

Pelting tools looks nice also, for now I want to play with the Blender’s style (It provides the source code) and try to port it to Maya 6.5 over Mac and Linux, then I’ll make the update for the 7th version.

Thanks man that would be great. I already tried the pelt mapping a while back, I’m afraid I masecured my mesh in the prosess and it was realy hard to get good results so I just went back to manula UV mapping since then. Jeff

I saw the pelting tools also and I wasn’t too pleased wwith my results. It was very easy to make my character melt into goo.

The “Roadkill” plugin on the mac looks nice, I even tried to compile a Mac version myself (the author said it shouldn’t be a problem) but my programming skills are slim to non-existant. If it were html, css, or actionscript, I might be better at it.
:frowning:

I would love a mac version for Maya 7 if anyone has the ability to do so. I would pony up $10 for a Maya 7 version to aid the effort. :smile:

Someone ported it to Linux, I may be getting the source from the Linux compile to give the mac.

Anyone in here willing to give me a hand with the mac compile?

See this thread on cgtalk, and join in if you can help!