Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: script request....unwrap mesh  (Read 3536 times)

benzjie

  • Jr. Member
  • **
  • Posts: 95
    • View Profile
script request....unwrap mesh
« on: February 03, 2009, 09:18:21 am »

The ideas is simple..and usefull i think..execution however...
Lets say you have a very detailed mesh but its very high poly...so rendertimes will be way up.
It would be handy if you can unwrap that mesh with all details preserved so you can use this mesh ( printscreen) as a bumpmap/normalmap over the simplified mesh. Just like you can use Z brush maps as bumps over a simplified version of that mesh.
Just an idea.
Logged

hihosilver

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1294
    • View Profile
Re: script request....unwrap mesh
« Reply #1 on: February 04, 2009, 02:45:51 am »

That is the basis of creating normal maps or displacements maps in programs such as Zbrush I believe.  The artists create both the high and low poly models, then use the low-poly UV's and 'bake' the high poly model onto this UV's into a normal map or displacement map.
Logged

benzjie

  • Jr. Member
  • **
  • Posts: 95
    • View Profile
Re: script request....unwrap mesh
« Reply #2 on: February 04, 2009, 07:15:09 am »

yep:)
Logged

benzjie

  • Jr. Member
  • **
  • Posts: 95
    • View Profile
Re: script request....unwrap mesh
« Reply #3 on: February 19, 2009, 03:14:53 pm »

There is a proggie that does the same thing..and its free.. http://www.nvidia.com/object/melody_home.html
Logged