Hey, this is a very noobish question but I cant find any help with it.
I made 5 shotgun shells in a side saddle on my remington, I want them to share the same UV island (because 5 different UV islands is a bit much on a texture map)
I read somewhere that when baking normal/ ao maps you cant overlap uvw objects, so how do I map these objects on one cluster?
Replies
Keep in mind if your duplicate objects are positioned differently in the side saddle, AO shadows will bake to whichever island is in the 0-1 area, sometimes causing mismatching shadows on the duplicates.
can anyone tell me why my model turns black once I add the normal map using xoliul's shader?
and before you say "Add some lights" i did, and it's not even applying the normal or diffuse maps. It just turns the actual mesh black..
Whenever I apply maps it doesnt work...the f?
here's my settings:
gamma is turned off.
using xoliul's shader.
aaaaand here's what my model looks like with a diffuse, normal, spec and gloss...
the model looks ok until i add the normal map...
and there is NO issue with the normal map because its reversed/flipped/distorted/...etc
what the actual f...? lol
by the way, each texture map looks completely fine...so I dont know what max is doing right now
also, what's a good viewport renderer?
I have "grab viewport 2" but it occasionally just saves a black image rather than the ...viewport. So i need something a little more reliable.
can anyone link me to something that explains how to do an exploded bake in xnormal?
Start your own thread. Don't be shy. It's the right thing to do.
To the OP, make sure the lights are activated in the shader?