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reconstruct a subdiv layer from normal
show user profile  Mr_Stabby
I wanted to re-detail some areas on one of my characters but it seems I managed to destroy the mudbox project. All I got left is the source cage and the 4k 16bpc normal map. Now, I know that normal maps are applied as strictly shading effects but given that I know how the mesh shades without the normal and with the normal, it should be possible to extract a displacement map out of it. Anybody been down this path before?

read 316 times
4/12/2015 5:59:20 PM (last edit: 4/12/2015 5:59:20 PM)
show user profile  ccampbell
You can extract the height map from the normal using a Photoshop plug in but I think the actual displacement information just isn't available in your normal's.
http://developer.nvidia.com/object/photoshop_dds_plugins.html

Hope I'm wrong - Good Luck


edit: 'X Normal' may have something useful in area as well but its been years since I've used it.




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 295 times
4/12/2015 7:08:11 PM (last edit: 4/12/2015 7:12:08 PM)
show user profile  Mr_Stabby
Yea I tried extracting a heightmap but its just not the same :/ I sorta get the same shapes but the amplitude is just way off. Meanwhile I started from scratch with the bumped mesh as a reference, its going pretty quick this time, I'm half way done.

read 290 times
4/12/2015 7:13:05 PM (last edit: 4/12/2015 7:13:05 PM)
show user profile  herfst1
As Campbell said, don't think displacement is going to be possible.

If you have your diffuse and normals you can get good selections, though, and create a displacement. I'd use colour select and create masks and stuff. Will be tricky though.
read 286 times
4/12/2015 7:32:23 PM (last edit: 4/12/2015 7:32:35 PM)
show user profile  Mr_Stabby
Just as I went to extract normals from the new details I made, I noticed a new button in mudbox - "Sculpt using map" that does exactly what I wanted... derp lol. Well the new stuff is much better anyways...

read 282 times
4/12/2015 7:57:45 PM (last edit: 4/12/2015 7:57:45 PM)
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