Re: Ultimapper_XSI_Question
| Date : Tue, 1 Apr 2008 10:27:43 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "peter boeykens" <peter_b(at)skynet.be> |
| Subject : Re: Ultimapper_XSI_Question |
create a highres model and a lowpoly.
unwrap the lowpoly
apply ultimapper to the lowpoly
(among other things this will assign a tangent property to the lowpoly - needed for normal maps)
select the highres, if its more than one object put them in a group and select the group.
give a proper path, resolution, tick the maps you want.
set a distance depending on the difference between the highres and lowpoly.
check that the correct UV's are selected (and they MUST lie within 0 to 1 ! no luck all you zbrush freaks who want tiled uv's :-)
hit generate to create the maps - you should see a progress bar, or several consecutive ones depending on what maps you are creating.
Check if the maps exist and look fine.
use the preview to create a shader network - dont rely on it being perfect, you will need to modify some things here - its just a basis.
!!!no need to generate the maps again!!!
for combining with the normal map from photoshop - apply it as a normal map (in the rendertree bump>normal map) to the highres object, which will need UVs and a tangent property (get>property>tangents) - make sure the normal map works when you render with the region.
that should be all there is to it.
----- Original Message ----- From: "Jose Mayo" <vortex112(at)hotmail.com>
To: "XSI(at)Softimage.COM" <xsi(at)Softimage.COM>
Sent: Tuesday, April 01, 2008 7:01 AM
Subject: Ultimapper_XSI_Question
Hello all,
People in the user group have probably already discussed this before but I was simply wondering
if anyone knew how to proplerly use the Ultimapper Property in Softimage XSI to Generate Normal as well as
Ambient Occlusion maps for a low resolution model. My predicoment is with a crate which I am trying to generate
a normal map for in order combine it with the one which I created in Photoshop.
The steps I have a low resolution model.
1. I duplicate the model already unrapped.
2. I then applied the Ultimapper Property.
3. After this I would pick the Hi Resolution Model source from the XSI Explorer.
4. Then I would select the quality of the maps as well as Compute the Distance to Surface value.
5. Then I would select Generate.. to Generate the maps.
6. I would also go to the Preview Shader Tree Tab and in the hide/unhide section select the hi-res source and then in the Generate
Preview, switch to mental ray display mode and create preview, and Generate.. again.
7. Then try to preview the results with the Render Region.
The only problem is that when I perform these steps, the maps are generated but at the same time they aren't so you get a pure blue image for a map?
Is there a step that I am missing? Should I Create the Hi-res model unrap it and then make a Low-res or can it work from low to hi-res?
I've been looking for tutorials online but none of them show me weather I should make a Hi-Resolution model first and later a Low-resolution version
or make a Low-resoltion model first and then make a Hi-Resolution version?
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- References:
- Ultimapper_XSI_Question
- From: Jose Mayo <vortex112(at)hotmail.com>
- Ultimapper_XSI_Question
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