Hi! I'm starting to pull my hair out with this problem so I was hoping someone here might have a solution to some technical difficulties I've been having with the Arnold shader and render software. I'm working on a 3D character model that I want to render with fur and SSS material for the skin. I'm using xGen in Maya 2017…
Images will explain better. What I did is create a paint layer and set normal map and AO channels to pass through for use with the clone brush. The normal map gets corrupted. The AO is fine. Also, a question. I'm making some shapes using a generator in Desngier and I'm outputting AO, normal, height and curvature as a…
Hello all, I've been getting to grips with Substance Painter at work and have encountered a strange issue. I want my AO and curvature map to include the extra normal map details that I have painted into my mesh, so I am trying to do the workflow that everybody uses for this: -Bake Normals from High Poly -Add new details in…
I'm trying to get a normal map from this cylindrical object: But this is what I get once I bake the normal map in 3d studio max: So my questions are: 1- How to solve those wavy weird lines? I've tried painting in Photoshop but I got weird artifacts, and come up the seam. Probably because I changed the tangent basis doing…
Ok, so Im building a small robot, Ive modeled half of it and mirrored the other half, Im using the normals i captured from the original by keeping my the uvs of the mirrored geometry the same. I have pulled some of the mirrored pieces uvs into their own unique space on the map and used photoshop to copy over the normals…
Might have to do with the order of operations that your realtime renderer uses. The normal map does smooth out the mesh for specific surface normals, after all. If you animate your mesh, those normals change. But sharp edges like that should only appear if your vertex normals were previously split (or maybe made explicit…
Sorry for the very noob question. In some threads lately there is mention of hand painting normal maps, what does that mean? Is that painting black and white and then converting it to a normal map? What type of details lend well to hand paining normal maps as opposed to a highpoly model bake?
If your normals are broken and you're using 3D Studio Max, try the following: 1) Reset the XForm Twice (I always do it twice just to be "safe" really 2) Apply two "Normal" modifiers and check "Unify Normals" Doing the above should reset the normals, and reveal any broken normals/errors. You can fix it from there :) As…
Hello, I come from a film background and recently have started learning game art and doing low poly model normals. Below is a bake I did in Substance Painter using my low poly mesh and high poly sculpt. I was informed that I should be using all soft normals after I got artifacts on corners due to hard edge normals: All the…
This may be a silly idea, but I was just thinking that if you had a budget of say 10000 polys for a next gen main character, you could model a hell of a lot of detail in it and not bother with a normal map( in some instances) Sure you would n't get those subtle things that normal maps bring out,but my point is that you…