I havent been able to get anything close to usable with this method. Ive set it up as follows: The low-poly mesh is in both the High definition meshes list and Low definition meshes list. In the Low definition list, the path to the normal map is placed in the Highpoly normals override file section and the Highpoly…
Hi, I'm having some issue with the normal map (baked in xnormal), it appears that the green channel is overexposed and I have no idea how to control it. First things firs-I am confused about flipping the Y channel to -(minus), when I see the normals on valves items and models, they look like they have inverted channels…
I've been reading stuffs about normal map in this forum and trying to understand about how tangent being calculated differently resulting artifact, and I wanted to relate the knowledge to how xnormal never worked well for me when I'm doing hardsurfaces(with character it's usually ok). But it must had given me brain damage…
Hey Guys, I'm kinda pulling my hair out here, so I was hoping you guys could help. I have these nasty seams around every UV border on my asset, despite using a custom cage (just the actual low poly asset with pushed out faces), and one smoothing group. (Using Unreal's suggested method of a synced workflow between xNormal…
@passerby Thanks a lot,..I increased the scale of both the low and high poly mesh to like 100 in xnormal and the error window did not come up.Rendered out my normal and ao maps. @EarthQuake No worries.The renderers work well with the maps now.I just had to reverse the normals on the model.Mental ray does seem to be…
@Obscura sure, take a look: "Sometimes an artist will decide to delete half of a symmetrical model before baking. This is a mistake however because often the vertex normals along the hole will bend towards the hole a bit; there are no faces on the other side to average the normals with. This will create a strong lighting…
High quality preview is probably most accurate. I guess Mental Ray isn't very good at handling mirrored UVs on normal maps, and XNormal might not display it well because the maps were baked in Maya - I bet if you baked the maps in XNormal it would probably look fine in Xnormal but broken in Maya. Different apps have…
Hi there, first time posting here and i have a question regarding normal maps. Ive just been trying to create a good normal map for an easy cylinder with an extruded ring around it, and the final normal map is a joke. Im using Maya 2018 for the mesh and xnormals for baking It looks really bad, so i thought i should ask…
Hi everyone I have been a lurker here for a long time, and have learned so much from you all. I currently am studying 3D art in Guatemala and our final project is an animated short film. Though I hope to get back into games in the future. Thing is I'm having a weird problem with normal maps. And since no place on the…
A stupid question... have you inverted the green channel of the normal map? I tell you this because if you generated the normal map using xNormal ( which uses an OpenGL coordinate system ) but you wanna preview it in 3dsmax ( which uses Z up ) probably need to generate the normal map in xNormal using a swizzling of…