I once used a script that transferred the selected edges and maya to photoshop, creating a ready-made normal map with rounded edges. Has anyone seen anything like this? (I tried Quixel Suite/nDo, but they didn't give me what I needed...)
you could break up the UV's into islands with the boundaries as the edges you want rounded.... export as obj load into this tool then using the element mask in photoshop ..... add a gaussian blur and use the nvidia plugin to convert to a normal map..... for example a simple box uv elements (just each side)... guassian @ about 4.... and nvidia tool @ 8
result.... you'd probably run into alignment/iffy seam problems on more complicated models and hand edit any wrap arounds (a cylinder for example) or make sure those islands go from exactly 0-1 in the direction of the wrap
sorry dunno then... oh well ( your first normal map is the same as mine so it must be differences in Max and Maya (tangents and binomals) or the shader used)
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uv elements (just each side)...
guassian @ about 4.... and nvidia tool @ 8
result....
you'd probably run into alignment/iffy seam problems on more complicated models and hand edit any wrap arounds (a cylinder for example) or make sure those islands go from exactly 0-1 in the direction of the wrap
but the result turned out to be somehow strange (I converted dds to png, since the program does not see dds) p.s. in this part I am a noob...
Can you show your normal map connection settings?
it was only necessary to invert the y axis and change the values in use as
Thank you for your help!
by the way, have you used the edgeToPSSelection script?