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I took some time today to go through all the scripts at the alienhelpdesk website to make sure they all work in blender 2.42
Updated and released have been 1. BrayBaker 3.4 (only made to function in 2.42) 2. BlenderCaliper 1.2 (+ additional functions) 3. MaBaker 0.3 (+ additional wind function) 4. Swarm 0.2 (still experimental + updated the example .blend) Please let me know if there are any issues with functionality. All the other alienhelpdesk scripts have been tested and should run fine.
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http://www.macouno.com |
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#1
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thanks macuono, I'll test Braybaker soon
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#2
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Thanks macouno
![]() The BrayBaker scripts is the one that I use more often. And now with the normal mapping support in the engine, I used this to generate the normalmap images for low poly objetcs, it works great with box-like object, like this.. but with more organic object I get wrong results , maybe I'm wrong with some parameters, any way here is a simple example of what I get with more organic objects.![]() ![]() Thanks for reading
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S. Mata. |
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#3
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mataii: can you show me the model of the bottom object as well.. just a small render will be fine, just to see the sort of angles you have in the neck region. Also I expect your render may turn out better if your tile images are a higher resolution.
But without knowing the geometry there really is no way for me to see whether it's the script or the way it's used. Is the result very different from what you got with the previous version or is this more a general question???
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http://www.macouno.com |
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#4
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Quote:
![]() Is a general question, the plug in seems to work in the same way, but I have to say that maybe (and most sure) I'm working in the wrong way with the script
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S. Mata. |
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#5
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sorry mataii, when I wrote that tutorial, I was only doing mechanical objects.
Someobody pointed out to me it doesn't work for organic shapes. So I have gone back to using MeLODy for creating TSNMs. |
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#6
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Yeah that looks like the correct result with this script.
See the way your normal map colouring is set up is that it's relative to the camera angle. And the camera angle is relative to each face when you bake. So whilst in the face you are baking the angle may be straight, it may be extremely angled relative to the rest of the model, and vise versa. For true normal mapping we will need a different solution.
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http://www.macouno.com |
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#7
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Quote:
I am not very shore but who knows Greetings Patrick |
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#8
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