Hi Sushant, I'll start with #3 well bad new is: 8k polys is at the highside, especially using dynamic lighting you might need to consider AwayLite for this kind of model, yet at this sizemap PB will eat up your resources anyway. so you will have to reduce the amount of faces first you could also run the Merge class and then a pass of the Weld class to remove many objects try in Prefab and see howmany instances are cleared.
#1 if the uv's are at max, say 1 or 0, flash tends to bleed, try move them into the bounderies, by say 0.020 this in case the head is not using same map. if its using the same map and the head and body are one single mesh, make sure the weld between neck and body is continuous, means vertexes are shared and each side of a triangle shares also a side of a triangle. just one. This technic prevents artefacts of this kind. #2 first i recall seeing a previus model of yours, its rotated 90 degrees once into away space, yet your map was calculated using this angle this places the light for the calcs like if its right or left, once you rotate it and set a light next to it, the light is for the clacs like if its top or down. make sure in prefab, to rotate, and then hit applyRotations. then burn the map. I haven't done much with these lately, but using the propper light and settings i do not recall issues, but many things have changed in 3.5 and haven't got the occasion to test them. #4 Its not the way to go for this one. Try remove and simplify the model first. Fabrice On Jul 9, 2010, at 11:55 PM, flashangel wrote: > Hi Fabrice, > > I have found that it was change of coordinate system that was > causing issues with normal maps. I have managed to generate normal > maps from Prefab now. With DiffusePBMaterial it works correctly. I > have got few issues to ask here though. > You can have a look at demo: > http://www.dnyandeep.com/demos/3d/away-test/complete-clothes-model1/Model.html > > 1. There are seams visible near neck section of the female model I do > not understand what could be the problem. I had played with your trick > of increasing the texture by 1 pixel in width/height. It does not > work :(. > > 2. This same model does not render lights correctly when I use > PhongPBMaterial, PhongMultiPassMaterial, DiffuseMultiPassMaterial or > Dot3BitmapMaterialF10. Cold you advise why? > > 3. This demo loads properly on Core2 Duo/Quad. I tried to load this > demo on my low end machine having Intel 2.8 GHz HT + 1 GB RAM. It is > not able to even start rendering. The browser kind of hangs. I think > something is going mad here, what could I be doing wrong? Is it to do > with textures? I am using different textures for different sections of > clothing. Currently 10 different textures of size 512 X 512 are being > used for rendering different parts of the model. Could this be the > cause that it is not doing correctly? I had tried with textures of > 256X256 but it does not look good with that texture size. > > 4. I need to obtain performance. I saw a feature of BSP in Prefab. Do > you think I need to study what BSP is and apply it here? In first > place, is BSP thing relevant for this case of project? I have read > little bit about BSP and got to know that it is generally used in > games with large scenes. Don't understand beyond this. > > Current model has 6061 vertices, 8158 faces. I believe this should run > better than I am observing and should also run on low end machines. I > must be doing something silly, please advise. > > > Looking forward, > > -- > Sushant > >
