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Re: ShaderMap Pro [Re: broozar] #216507
07/17/08 11:18
07/17/08 11:18
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: broozar
ATI NormalMapper (requires nmf models, thus requires max or maya)


no. The Lightwave plug-in for normal-mapping is also based on the ATI SDK, and I believe the Blender plug-in as well.


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Re: ShaderMap Pro [Re: Machinery_Frank] #216516
07/17/08 11:38
07/17/08 11:38
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
well, i just found max and maya exporters in the zip provided by developer.ati, that's why i drew that conclusion, i didn't search any further.

Re: ShaderMap Pro [Re: broozar] #216521
07/17/08 11:57
07/17/08 11:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: broozar
btw, i need a program that calculates normal maps from high poly to lowpoly models. so far i tried

xNormal (favourite, but fails sometimes in calculating the height maps and all nm's are looking flat)
nvidia MeLODy (totally unstable)
ATI GPUMeshMapper (see melody)


blender has the option to make a tangent space normal map from high poly model to a low poly model:

http://www.youtube.com/watch?v=u9Lx7EsEzqs&feature=related
YouTube - Demontration of Tangent normal map baking in blender

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