Are the HD model textures compatible with the non-HD model?
handel_035c4ce6
Posts: 460
in New Users
Well, like the topic says - are the HD model textures compatible with the non-HD model? If there are new textures at all, of course (as I've seen HD models with just a "naked" mesh). The common logic says they should be compatible but as I understood the HD chatracters have different morphs, so... well, I don't know:-)
Comments
While they may have different morphs, the fundamental UV layout is the same, so there shouldn’t be any problem using a non-HD texture on a HD figure.
You can apply any G8F materials to any G8F model. You can apply the materials of an HD model to the base G8F without any problem. The same is true of the males.
Morphs and textures are like hamsters and hand grenades — completely different things. Something that affects one doesn't affect the other.
Here's a little trick / knowledge about how UV mapping works to help understand why they work just fine.
UV mapping technically maps a texture from 0 to 1. For simplicity sake, let's say we're talking about a flat plane facing us. The top right corner is (0, 0) in (u,v) coordinates and the bottom left is (1,1). UV mapping doesn't care how many points are inbetween those two extremes as long as those control points stay the same. The only time UV mapping starts to get weird is if you try to add geometry beyond those two points. That's when UV mapping breaks. It's a little more complicated for an irregular figure like a human body, but the concept remains the same. Only the edge points are important.
So, since HD morphs only add geometry internally to the mesh of the object, the texture files will align just fine betwen standard and HD because the points that UV mapping cares about haven't been modified.
There isn't an HD model - HD morphs move the virtual vertices created by the SubD process, while refular morphs move only the base mesh (the SubD cage) - it's a difference in what they do to the model, not a different model.
Oh, so just subdivide it few levels and voila - it is the corresponding HD model. Which means the opposite is true - if I subdivide a model up to the needed level, I can use on it the HD morphs, right? Not that I know if this is technically possible in DS:-)
In general the necessary level SubD is already applied, very few sets require more than the defaults and they should adjust the settings themselves without needing any slider adjusting.
Worth noting that for most characters, the normal maps are designed to mimic the HD shape on a non HD figure. So if you use one character’s textures on a different character shape, you may find that the normal maps don’t match up so well. This can often be overcome by turning off or removing the normal maps and just allowing the bump maps to provide the fine skin details. Equally if you have the normal maps on for a HD character at a high level of subd, the effects may be too strong, because you have both the normal maps and the HD morph doing the same job.