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Re-modify geometry but keep textures/normalmap in certain places.
show user profile  luzarius
I have modeled, textured, normal mapped & rigged a naked human torso.

I want to modify the geometry and add a vest that goes over the chest, but still keep the textures/normal map in the arms and hands and a little bit in the neck.

- Adding geometry will force me to redo the uvs.
- Redoing the uvs will force me to modify the textures.

How can I add geometry yet preserve the texture/normal map in certain areas of the geometry? This model is for a game engine btw.

read 423 times
1/16/2009 8:41:24 PM (last edit: 1/16/2009 8:41:24 PM)
show user profile  horizon
If you add a edit poly modifier on top insted of going down the stack, your uvw's should not change. Even cutting and adding new edges should reflect ok on the coordinates.

Not sure what happens with the rig though...

read 420 times
1/16/2009 8:44:45 PM (last edit: 1/16/2009 8:44:45 PM)
show user profile  luzarius
Thanks for that response.

A little more research has revealed that Zbrush will allow me to add edge loops to the base geometry, I think this will solve my problems.

As for the rigging, the skin wrap modifier will allow me to reuse most of my work.

Also I think I can unwrap certain parts of the geometry in 3d studio max without it affecting to other parts of the geometry.
read 407 times
1/16/2009 9:40:05 PM (last edit: 1/16/2009 9:40:56 PM)
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