Hi guys, I'm a Maya user and have been building a scene in cryengine but I've found that the normals that I bake with xnormal and take into cryengine don't look great. Almighty_gir did a normal bake out of max for me and it looks ideal, I was wondering whether there is an easier way to get nice normals without having to go…
I have a question about normal baking. I've created a low poly model and a high poly model. I tried to bake my normal map in maya and in xnormal with some strange results It is my first time baking normals from a high polymodel and i'm not sure if i do it right. high poly…
I think Rorshach mentioned in the P&P thread about Poop's new normal mapping workflow tutorial that you can get different normal map results depending on the graphics card that you use. What are these differences exactly? Is it on the way the normal map is displayed or also the way that it is generated? Is there a…
Want to set my normal angles on this object to the same angle but cant seem to find the function to set the normals to a specific angle. Also I tried using the edit normals modifier and found that my polygon selection did not carry over from my edit poly selection. Anyone know what I'm doing wrong? I want to make the areas…
I'm generating some scratches and would like to convert those to normals. Very similar to a height map, except that I don't need that much deformation. Is there a way to convert the mask of one of my layers to normals or does Quixel only respect the base material's normals? I know I could generate a height map, play with…
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
My workflow is Blender -> Substance Painter -> Unity and I'm getting a weird problem where my normals baked by Substance look normal but when I apply any material I get a weird seam which causes scratches to be oriented differently and causes lighting differences. Mesh looks right, normals are doing their job: Applied…
Honestly, we all wish there was a magic bullet for this, but the closest we got is Xnormal and Blender (since these two use the same tangent baking basis for the normals) so it can be hard, I know the feeling and all it is all about different methods in different assets at the end of the day. The only thing I can recommend…
After applying UV coordinates in ZBrush (working on clone, unwrapping, and copy/pasting using UV Master) to my model I imported both the high and low poly objects into xNormal and the mapping seems to go accordingly (I am able to clearly see the generated normal map in the preview window) until a popup appears describing…
I make my normal maps using 3D studio max 8's Render to Texture function. So far the normals maps come out good. Any anomalies I fix up in Photoshop. So far everything's been ok. I've been steadily cranking out my work with no problem. Suddenly I ended up with this problem: http://home.comcast.net/~acknar/problem_1.jpg…