I have a 3D mesh I made in Maya but I want to render it out in a certain position and angle so I can use it as a normal stamp in Painter. I'm using VRAY but the Render Elements has Normals which is camera space, but I would need a tangent space normal map. Is there a way to generate normal stamps from the render view other…
Hi! What kind of object is this? Probably the cleanest solution would be to fix up the highpoly and re-bake. If you want remove the edges in the normal map, you could duplicate the layer and blur it until the edges are no longer visible. Then mask in the blurred result on top of the original normal map. Of course the…
The normal to height filter is pretty complex and looks at the whole normal map to generate the height, so differences between the 2 normals can show up on the seam even if these differences are not on the edge directly on the original normal. Try reducing the low frequency parameter to 0 on the normal to height filter,…
I'm working through a tutorial and I've looked around online and I can't find anything yet that easily shows which way the normals are facing. As of now, every video at best shows a very slight difference in color regarding the faces of the fabric. Personally, as I've been flipping the normals of my work between both…
I'm nearing completion of the modelling/normal mapping bit of my first full character done with normal maps. Before I start on the colour maps I'd really like to be able to bake some (subtle) lighting to a texture, including the info from the normal map. This would at least give me a starting point and some reference for…
Hey All, I recently ran into a problem when trying to bake a normal map in modo I have baked a number of normal maps in modo. This is the first one that has given me an undesirable result. I dont know what I did I must of hit some setting or something. but when baking now I am not getting the correct normal map color…
Hello, I'd like to share with you this trick which can make your life a way easier in some cases. Let's pick an example: a decal of small pile of leafs. To do it, we need a leaf texture. Usually it looks like this one on the right side, but for now let's say it's this from the left. We map a polygons with this texture and…
Hello everyone, So i've come across this weird problem that i get seams in my normal map regardless of what i do, happens with almost every software except maya ???Encountered this behavior on part of my mesh, could not fix it and then went back to basics with a cubeHere is my setup for low poly: >Left one is HP right is…
There's an add-on for Blender that let's you adjust the vertex normals - Recalc Vertex Normals, I think it's called. Do to the fact that Blender recalculates the normals when you enter edit mode, it can be a bit of hassle to use - you're forced to save the adjusted normals and reload after exiting edit mode - but for…
Recently I have been using this workflow and I created a write up on how its used. The high level of it involves converting a tile-able photo source to normal map, then creating a pattern of the normal map. These patterns are then able to be quickly applied as an overlay normal map onto an already existing normal map. As…