Hello! I’ve just finished working on a script for Photoshop that combines normal maps using the “detail-oriented” technique described here: http://blog.selfshadow.com/publications/blending-in-detail/. The script takes all the visible layers from your document and combines them. It should work with 8 and 16 bit images. You…
There is no reason to do this. As was previously explained, this is both expected and necessary for the low poly mesh to have correct shading. This is what normal maps do, it's their thing. Baked normal maps contain very precise math (normal vectors) that are essential to their operation. Viewing normal maps in 2D to…
Hey guys, i wanted to add some height/normal information by stamping it onto my model. normally it works quite well and i know how to do it. But this time I got a little problem. I found a picute in the internet i need for my model and it's not square - its a lettering. i made the letters white to use it as height stamp or…
As Till mentioned: there's other factors that are causing problems with the last two cubes in the example image. These could be mismatched tangent spaces, flipped triangulation, strong horizon occlusion or some combination of issues. The first two cubes in the example image are sufficient to illustrate the point. The last…
I'm using the workflow of doing a low poly in Maya then coverting to high poly in ZBrush to do detail, then baking maps to a low poly version, then I am taking to substance painter for textures and final details. I am wondering why ZBrush is needed. I find that I am editing normals and designing in Substance Painter and…
Hi guys, I'm trying to blend in some objects in a terrain mesh, and i'm using the worldspace normal of said mesh as a texture, which I'm mapping in worldspace as well. Looking from the +Z and + X angles everything seems ok-ish, but on the negative side it all becomes black. Whereas I plug in the world space normal node…
Hi fellas, I have question regarding baking normal map in MODO. I try to bake normal map from high poly mesh that in catmull-clark subdiv mode. But normal map appears to be baked from original mesh instead(without subdiv mode). Only way to produce desired result is to freeze high poly before baking, than it's appear as it…
Hi, I have 1 thing that I still don't know how to do even now~ For example, I want to create a leaf which built by plane at all~ I draw the diffuse map with alpha channel (opacity)~ Then create the normal map on it~ The thing is that the normal map won't display perfectly on the plane~ The diffuse alpha area still have…
Hey guys, Ive been having problems with my normal maps not working right with my smoothing groups in max. I learned that your supposed to put all your smoothing groups to 1 group when you apply a normal map. Bu with this model Its not looking quite right. Im getting bad dark areas from the smoothing groups. and If I use…
Oh, yes! I'm a genius. The bowing problem is definitely an issue with the Vertex Normals. There's no reason to split the edge completely; that creates its own set of problems anyway. If I use Set Vertex Normals to create a Vertex Map, then I select the edge with the bowing distortion and apply a Split Normals so that the…