fredagen den 22:e augusti 2008

vertices xyz cordinates

select your objects vertices and run this script in the Script editor in Maya

{
float $pos[] = `xform -q -ws -t`;
int $numItems = size($pos), $i;

for ($i=0; $i<$numItems; $i+=3)
{
print($pos[$i] + " " + $pos[$i+1] + " " + $pos[$i+2] + "\n");
}
}

it traces out all the xyz-cordinates.

torsdagen den 21:e augusti 2008

Normalmap mystery

Short workflow :

- Create the normalmap with zmapper loading "Maya_TangentSpaceNode_BestQuality" preset from configpresets. Save out as .psd
-convert it to 16bit RGB in Photoshop (? dunno about this ?)
-in maya simply apply a blinn to the object and plug the normalmap into bump node. Change the use to "tangent space" and render it out.

(the UV map is rotated or inverted)

Normalmaps generated from Z-brush needs to have the UV flipped or rotated
and/or the green and red channel inverted in photoshop.

I haven't figured this out yet
Sucky computer chrashes maya every now and then

relevant threads
http://www.zbrushcentral.com/zbc/showthread.php?t=21724

http://www.zbrushcentral.com/zbc/showthread.php?t=53205

best thread so far:
http://forums.cgsociety.org/showthread.php?f=140&t=183585&page=1&pp=15

måndagen den 7:e juli 2008

Save as...

Whatever software used, remeber to save on a frequent basis.

For Maya please use the auto-save script free for download at
www.highend3d.com