Duplicate the layer with the normla map on it. Press CTRL_L to get the levels Select the blue channel from the top left rop down. Set the output of that channel to 127 Close the Levels palette Set the layer to overlay, and use the layer opacity. You can use this method to add lots of detail to your normal map - generate…
Thank you FourtyNights! I have just run into a problem which I did not notice before. I just had a set of swords go up on the Asset Store and when I worked on those I don't remember seeing any seams at all. Now on this new model I have this: There are nasty looking seams everywhere. I bake out normal and ao maps with…
fearian> I could disable the red color tint and leave the terminator edge be and you would just have the blended normals feature left. But thing is, blended normals is all about varying the lighting. First of all it is based on the normal map, so depending on what you are faking with your normal map you will get different…
I am trying to bake normal map with Turtle and it gives some errors where I have hard edges. After doing some research I found that I have to split uvs where I have hard edges. If I use Maya Transfer Maps and select Match using: Geometry Normals it bakes the normal map fine but if I select Surface Normals I have the same…
You should be able to do something like this in Unity by using Directional Lightmaps and doing a post process on the resulting lightmap files using the light normal map, along with the normal map of the individual normal maps from each lightmapped renderer. Its pretty complicated but possible. You would also want to define…
Hello world, I was creating a normal map in xnormal and I received a blue normal instead of the 3 colors you're supposed to get. I applied it to my mesh and it looks o.k. but it's slightly off (this isn't the specific normal I used for this mesh but the one I used IS STILL blue). I tried flipping the x or y coordinates and…
Im having an issue with one of my assets. Im not sure if it's down to issues in marmosets engine or my textures. Ok so the problem is my normal map. when I export my normals from substance painter and open them inside Marm I get this weird rectangle/line effect scattered across my entire model. The lines appear in the…
Ok, so Im wondering what do some of you guys do as far as settings to allow your normal maps to still have a decent effect when using lightmass. In general even without using lightmass are there any special settings for using normal maps besides changing the import to normal map. It just always seems that my models look so…
I'm using max 7, following the tutorial Mop posted a while back. I've haven't had any problems untill now. Here is a screen of my problem: As you can see, the lighting is all borked. Here is the normal map, where you can see the problem clearly. Here is a screen of my two objects, showing the side of the high poly object…
This is sort of wierd, but I am rendering some UI elements and I need to render out an object in mental ray with a nice shader and lighting setup and then also render out a normal map of that object. The problem is I have to bake the normal map and ao to a texture, and render the Mental Ray Color pass from a scene. Which…