Hello all, After much learning, finally got my static low poly pilot normal mapped (major breakthrough for me). But I keep seeing the actual UV mesh edges showing up in the normal maps (as seen below). I use Maya2013 for baking normals as I seem to get bad results when using MayaLT2018. Would anyone be able to steer me…
You're possibly misunderstanding what average normals does. Quoted from the docs. If enabled, computes the average normal of a vertex to know in which direction to send rays during the mesh matching process of baking. If disabled, the rays will follow the original vertex normals of the mesh. It affects the direction rays…
Has anyone come across this before? Last night I was messing with my normals that I created. I decided that I wanted to delete some of the layers and re-work them, as I wasn't happy with the way it looked. I deleted the zipped folders so now they are no longer present in my normal map, but when I update the whole scene in…
Hello everyone. I have an interesting dilemma that im trying to sort out that typically isnt seen too often in the film production world but is all about handling normals across multiple objects. we have a mesh that is too large to be rigged as one object so we are detaching the edges on limbs and digits of the hand. When…
Hey guys, unlike Max where there is a lovely Symmetry modifier, I found that the only way to mirror an object is to use Duplicate Special and put "-1" in the required axis. Now after doing this I found that the normal's are obviously flipped, so I click the Reverse button under the Normals menu. Here is the result, still…
That's probably because your high-poly does not seem to have any beveled edges, which is expected from these kinds of shapes. And, you're trying to bake details with 90 degree slopes on a flat surface. Take a look on tutorials on how the rays in normal map baking actually work so that you'll understand why. The…
you might get aliasing issues with those edges. It doesn't matter how many parts are in the high poly or in the UVs. Have a look at this thread and it will probably make more sense http://www.polycount.com/forum/showthread.php?t=117017 I would do the bake in either Xnormal ( or a different external baker) or Maya. AFAIK…
I have always been under the impression that you Can't see your normals real time in bodypaint. You have to render to see them. So when I'm working on my normals, I just basically have it in the diffuse slot and edit the normals that way. It can help a lot seeing the normal in 3d when you can't pick out a specific error in…
Your problem has nothing to with smoothing groups, though they're some good tips in general. You need to import your normal map using normal map compression or else the shader will give you bad specular highlights in areas near UV seams. Change TC_Default to TC_NormalMapUncompressed (or one of the other normal map…
I think the problem might be that painting over a seam in a normal map like this isn't exactly the same as painting over, say, a diffuse seam. I might be wrong (this is probably a better question for Per128's big thread on normal mapping), but when UVs split the lowpoly tangents are changed somehow, when relating to normal…