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headus 3D scans

reversed bumps on stacked shells

 
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Thu Jul 02, 2009 3:27 am    Post subject: reversed bumps on stacked shells Reply with quote

Hi there
What am I doing wrong here?
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Thu Jul 02, 2009 4:36 am    Post subject: Reply with quote

Never mind ,I've found it.
They have to be mirrored.
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Jul 02, 2009 5:58 pm    Post subject: Reply with quote

If the numbers in the applied texture are backwards, that means that the UVs are flipped over, and that can cause problems for things like bump or normal maps.

Its one of the reasons why someone might want to do multiple UVs for the one object, also known as UV sets. The UVs for the color can be stacked, but there's a second set of UVs for the normal map that aren't stacked.

Phil
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Fri Jul 03, 2009 9:18 am    Post subject: Reply with quote

Thx Phil
It works indeed well for colormaps,where you can stack many shells.
For normal and bumpmapped models this does not work.
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JohnJohnson



Posts: 18
Joined: 25 Jun 2009

PostPosted: Wed Jul 08, 2009 10:45 am    Post subject: Reply with quote

Just for the record.
In the end I chose not to stack,but it does work in c4d
check > use uvw for bump and all works fine.
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