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View Full Version : Displacement/Normal overlapping problems...


Gregg
05-28-2009, 02:34 PM
Is there a way to properly bake displacement/normal maps from a model, when it have some overlapping polygons? There is no overlapping on it's UVs though...

I have a problem in the mouth area where the lips are overlapping with the gums, though it's UVs are laid out clean and smooth without any overlaps (see attachment)...

Got any tips?
Or remodeling the mouth, to eliminate the overlapping polygons, is the only why to go?

Thanks in advance...
T.Rex

Gregg
05-29-2009, 02:16 PM
Well...
I went with the route of re-modeling/fixing the overlapping polygons underneath the lips area and initial tests show no errors this time, BUT...

How am i going to re-apply the sculpted displacement that i have done so far onto the newer-updated model, since the map extraction process from the original model produce those overlapping errors, that make that particular area (the lips) look destroyed when applied?

Is there another way to "replace" the old model with the updated one and keeping the sculpted layers that i've made so far?

Errr... Wayne??
Got any tips?

Thanks,
T.Rex

spindraft
05-29-2009, 07:05 PM
Think waynes off in the netherlands for a few days.

Anywhoo, is it possible for you to fix the problem area by simply moving some verticies about on the base mesh? As long as you don't actually add/remove existing vert's you should be able to re-import the revised mesh w/o any problems.

If you're unable to make the fix w/o actually editing (as in removing/adding verts) the mesh, you'd have to project the details from the old one. I've yet to do this in MB, but I believe there's a vid. on the site for it. Obviously, as you've stated you'd still have to do some cleanup probably b/c of the errors from the old mesh.......which is why I'd suggest making the revision by moving (only) verts instead if it's at all possible.

Gregg
06-02-2009, 07:17 PM
Thanks...
Eventually, what i did was to edit the base mesh in Mudbox by moving and smoothing vertices and clean those areas one by one, as the remodeling process introduced more problems since i couldn't retain the original sculpted layer, without those overlapping errors.

Current tests looking good...

Thanks again...
T.Rex