> Thanks for helping out. The normal mapped model is running well > now. It was the normal map at fault. Don't know what was wrong with > the previous normal map developed by the 3D designer. However, one I > generated using Prefab is working extremely well. Kudos to Fabrice for > this! Thanks a bunch for a fantastic tool (I saw the render->render to > texture menu option in 3DSMax and there were so many things that it > was overwhelming. I just could not understand what to do. Also, what > it generated for me according to instructions in the Max help was > useless. Prefab does it without giving any trouble to the developer. > Thank you very very very much.) !!! please add a review on adobe market place for me :))
> There is strange thing I noticed about Prefab though. Something is > there which does not allow "selecting" the model by mouse. It was hard > time for me to select the model by mouse strange... normally once a model is dropped, one mouse down on it adds a dragbox aroound it. if its not recieving the mouse, try press the number in renderlist, it should force select it. If it persists, please send over your model so I can test/reproduce. > Also, I was unknowingly exporting normal map of wrong size from > Prefab. It was my fault though. I found that the width/height of the > texture and the normal maps should be the same. note here that best results are obtained if you render at larger size and export 1/1 to colormap also artefacts are often caused by mapping not being entirely unique. or where some faces area overlaps on the map. > In it, though the model rotates, light does not > rotate with it. It is what I want to achieve. In this example, I am > not rotating the light by any means. Still, it seems likes light is > rotating alongwith the body. Why is it so? What am I doing wrong here? if the lights are set in scene root, there is not reason why they should rotate unless you want them to. Fabrice On May 19, 2010, at 11:46 AM, flashangel wrote: > Hello All, > Thanks for helping out. The normal mapped model is running well > now. It was the normal map at fault. Don't know what was wrong with > the previous normal map developed by the 3D designer. However, one I > generated using Prefab is working extremely well. Kudos to Fabrice for > this! Thanks a bunch for a fantastic tool (I saw the render->render to > texture menu option in 3DSMax and there were so many things that it > was overwhelming. I just could not understand what to do. Also, what > it generated for me according to instructions in the Max help was > useless. Prefab does it without giving any trouble to the developer. > Thank you very very very much.) !!! > > There is strange thing I noticed about Prefab though. Something is > there which does not allow "selecting" the model by mouse. It was hard > time for me to select the model by mouse. I believe the selection > (clicking on model) is only available to original size of the model. I > was resizing the model to about 10 times when it loaded in Prefab as > original model was looking too small. And clicking anywhere on the > model was doing nothing while it was expected to select the model. I > clicked somewhere near center of model and it somehow got selected; > not sure if I can select the model again ;). This has happened with me > many other models. Don't know what exactly the problem is. But the > normal map it generates works fabulously, it couldn't be easier. > > Flat shaded model: > http://www.dnyandeep.com/demos/3d/away-test/female-body/FemaleBodyTest-flat-shaded.html > > Normal mapped examples: > Red colour as body material > http://www.dnyandeep.com/demos/3d/away-test/female-body/FemaleBodyTest-red-mat.html > > Normal map itself as material > http://www.dnyandeep.com/demos/3d/away-test/female-body/FemaleBodyTest-normal-mat.html > > Marble as material > http://www.dnyandeep.com/demos/3d/away-test/female-body/FemaleBodyTest-marble-mat.html > > Also, I was unknowingly exporting normal map of wrong size from > Prefab. It was my fault though. I found that the width/height of the > texture and the normal maps should be the same. > > In these examples, however, there are some artifacts like at the > joints. I believe they are faults of the 3D designer. Any hints > regarding correcting this are welcome. > > I have one question here: I saw in the torso example that comes with > the away3d library. In it, though the model rotates, light does not > rotate with it. It is what I want to achieve. In this example, I am > not rotating the light by any means. Still, it seems likes light is > rotating alongwith the body. Why is it so? What am I doing wrong here? > > Sushant
