Just a tip that can come in handy ocasionally. Take your normal map that you have gernerated into photoshop. Duplicate the layer. Change the top layers blend mode to Hard Light adjust opacity to suit. Run it through the nvidia filter selecting Normalize only. Although this is actually changing the info stored in your…
Greetings PCers; I am having a slight issue, that is related to XSI's Render tree. The Node that usually deals with normal map is XSI Normal Map 3. Where you can import and plug the normals as a bump map (Or something). I've searched for a legit tutorial related to this matter but the only tutorial that I know, that…
Hello folks, I've been battling an issue with my normal maps in UDK for a week now without any solution in sight. My normal maps look fine in the material editor preview and maya viewport, but when I apply the material to my static mesh it doesn't show up at all in my UDK viewport. Here's the material in the UDK preview…
I started another thread which actually brought up issues about how to make proper normal maps. Ive started to question if my system for making them is proper because it's not the usual way. My system is cobbled together from several diffrent tutorials. Up until now no one has complained but it would be good to make sure…
XNormal usually produces correct normal maps - they shouldn't need flipping in the Green (Y) channel for Marmoset; though they do for some renderers, such as UE4. However, I have tried this just to be certain - unfortunately it produces even more undesirable results. I've also tried combining different flips of the…
Hey guys, since you introduced the option to flip the y channel of a normal map when importing it into dDo, it has never been working! Tried it again just now with 1.6 and get no luck. Strange thing is...while it renders the base...the normal is visible for half a second on screen and looks flipped correctly. But in 3Do it…
Hello. A few weeks ago we introduced a new Normal image mode in PixaFlux, and fixed almost all nodes to understand the concept of normals: The Transform node rotates the normals of the normal images. This tutorial shows how to use this new feature in PixaFlux: https://youtu.be/_iRX2g5YgrM Please let me know if you have any…
Is there a way in UDK to get normals to pop while in ambient shadow? Of course there is no direct sun light on these areas so they technically would never have normal detail, but normal maps are just here to help fake detail we cant model in. So in the real world, even these areas in shadow would still have some depth, not…
I've been set a project in university to model/texture a low-poly character using Maya, and Zbrush for normals. I'm having a problem with creating the normal maps for the model, I have tried a number of ways to create these maps (export from Zbrush and Mudbox, and use Transfer Maps in Maya) but always get a really strange…
That is a good point re: reimporting I'd assumed the wonky textures in the screenshot were down to parameterisation I'm pretty sure you don't want to flip the green channel if you're using substance "directX" format normal maps in Ue fwiw. I've imported the mesh and normal map posted and it's rendering fine on 4.17.1 just…