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Re: Exportieren des fertigen Models [Re: Ayumi] #242650
12/24/08 21:49
12/24/08 21:49
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
oh, ok...thank you for the response.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Exportieren des fertigen Models [Re: Ayumi] #243540
12/30/08 16:47
12/30/08 16:47
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
aehm ich habe nun ein weiteres kleines Problem>

Wie bewerkstellige ich es, wenn ich die Shadowmap kacheln muesste?(was ja nicht geht)
D.h. wenn das Model für eine einzige Textur zu groß ist
wird diese gekachelt.
Also kann baked shadows leider nicht funktionieren.
Wie kann ich eine Shadowmap erstellen die ich dann als
2tes Skin set setzen kann?

Das Programm wär mir egal.Ob max, Blender, Cinema 4d etc.

Allerdings funktioniert das backen bei kleinen Modelen sehr gut.

Last edited by Ayumi; 12/30/08 16:49.
Re: Exportieren des fertigen Models [Re: Ayumi] #243689
12/31/08 11:59
12/31/08 11:59
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
Gut ich hab es selbst rausgefunden.
Wer suchet der findet (auch wenn das
erst nach tagelanger sucherei der Fall ist:p)

Weg:

{EdIT:
Kleiner fehler meinerseits:
Die bittiefe ist erstmal relativ.Man braucht
nur die Colormap für Cinema 4d.}

Per externes Programm, wie z.B. Cinema 4d,
Model laden, ausleuchten, anklicken,
Properties = Shadow und auf baken klicken.
Wer es genauer haben möchte möge mich doch
anschreiben.

Dann nur noch die Shadowmap in das Model
laden.
Auf 32 Bit stellen, zuweisen und fertig ist die
shadowmap:)

Kleinere Fehler ware auch:

- raytraced Shadows mit Softshadows vermixt
- kleine Shadowmapauflösungen bringen schlechte ergebnisse

Toll, die schwersten Sachen sind meist die einfachsten
und umgekehrt...nur der Weg ist das Problem wenn man
diesen falsch angeht.

Danke an der Stelle nochmal an alle die mir geholfen haben.




Ein besseres bsp wobei ich die Einstellungen perfektioniert
habe:^^




Last edited by Ayumi; 01/04/09 10:42.
Re: Exportieren des fertigen Models [Re: Ayumi] #245327
01/09/09 14:02
01/09/09 14:02
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
So, nachdem ich jetzt noch rausfand wie ich die
uv map exportiere ist dies mein freudiges
Ergebnis:-)..für die die es interessiert.




Re: Exportieren des fertigen Models [Re: Ayumi] #245340
01/09/09 15:26
01/09/09 15:26
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
You can use Max for shadow baking but I wouldn't recommend it because if you have illegal version of Max and at some point you decide to turn your project from non-commercial to commercial you will have to buy Max or re-work all the baked shadows. Blender is free and in this case just as good as Max.

For Nowherebrain :

If you are talking of implementing the Blender-baked lights as a second skin (shadow map) for mdl files here are the steps:

1. You have your model with textures and everything opened in MED.

2. Check the Activate second skin set to go into the second skin mode.

3. Do the Create Atlas Mapping to create blank atlas texture with different uv's. Somethimes it bugs-out for me if model is too complex (more then 20.000 faces). You can see if Atlas bugged by saving & exiting MED and then opening MED & model again. If Second-Skin-Texture on model don't have some black faces sticking out and it's all pink then everything is o.k.

If it bugs and it's static (like rooom or something) just brake it into 2 or 3 models.

4. When you have good Atlas-mapping done you go in Activate second skin set mode and from that mode you export model to FBX. Your model is now exported to FBX only with second skin & second uv set.

5. Use FbxConverter from:

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916

...and convert FBX to OBJ.

6. Open OBJ in Blender and make shadow map. Save image and just replace the old pink image with the Blender-baked image in MED. Your done.

Hope you where talking about this process and not something else...


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Exportieren des fertigen Models [Re: Ganderoleg] #245388
01/09/09 18:28
01/09/09 18:28
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
Every one have a possibility to use this programs.
It s 0 problem to use the demo version from Max or
Cinema 4d more than 30 days without crack.
(or other versions or i can buy it)

Oh, and i will never create a commercial game.
It is for learning by doing and a job offer.

Please, don t write never more this sentence.
I think, everyone know it about cracked software
and commercial games/software.

Thanks.

Last edited by Ayumi; 01/09/09 18:33.
Re: Exportieren des fertigen Models [Re: Ayumi] #245411
01/09/09 20:27
01/09/09 20:27
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline
Senior Member
Ganderoleg  Offline
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
It wasn't my intention to insult, insinuate or preach anything. I just made recommendation based on my own work and regarding the commercialization of projects. I am truly impressed by free software like Blender, Daz, Paint.Net, IrfanView or Gimp.

I apologize if my reply sounded insulting.
Have fun.


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Exportieren des fertigen Models [Re: Ganderoleg] #245423
01/09/09 21:15
01/09/09 21:15
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
Ok i am sorry...but/because noone understand it.
I have you understood by two sides..^^
But you are right.
Ok back to topic.

Re: Exportieren des fertigen Models [Re: Ayumi] #245560
01/10/09 17:43
01/10/09 17:43
Joined: Mar 2007
Posts: 75
Hamburg, Ger
Altimeter Offline
Junior Member
Altimeter  Offline
Junior Member

Joined: Mar 2007
Posts: 75
Hamburg, Ger
Hey Ganderoleg,

many thanx for your steps to export the 2nd skin into blender.
really helpful contribution.

Re: Exportieren des fertigen Models [Re: Altimeter] #250106
02/05/09 22:51
02/05/09 22:51
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline OP
User
Ayumi  Offline OP
User

Joined: Oct 2008
Posts: 681
Germany
@Tails01

du wolltest doch wissen was draus geworden ist/wird nicht?
Hier ist die Antwort^^
Noch nicht komplett aber fast.







Last edited by Ayumi; 02/05/09 22:55.
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