Hello. I would like to ask You about some good tutorials about baking normal maps and ao maps. I know that I have google and YT but my experience with tutorials that I found by myself looks like this: Type 1: Look ! Here is cube, and here is cube with chamfer aaaand We created perfect normal map ! Type 2: Look ! Here is…
Hello. I would like to ask You for Your help. I have a low poly model. I baked it in substance painter 2 and it looked fine but after I imported it to UE4 I realised that I have problem with vertex normals. I tried to triangulizate it or fix them manually but it didn't work. My question is - How can I fix this vertex…
Hi Polycount users! I have made a model and have exported it from 3ds max to mudbox. I have then sculpted seams around it and generated normal map as a test before i begin detailing. HOWEVER lol It is having some really strange results :/ The normals seam to be inverting in certain areas on the shells for no apparent…
So, I have my HP rock mesh sculpts going, and I retopologized them. I laid out my UV's on the retopo'd meshes and want to bake my HP to my new LP retopologized meshes...however, when I throw my HP and LP into xNormal and generate, I get something I can't understand...I get a map that has a a bunch of "ripples" in it. I…
The normal map does not look like it is lining up with the detail of your diffuse. Gravel is actually a prime candidate for crazybump/substancedesigner/ndo2 and I would recommend that. You could sculpt this for the most accurate normals but that doesn't seem to be working out for you. When using image normal map…
I do some baking in Maya and some in xNormal. When I'm ready to move to XN, I like to pull a duplicate of the generated cage (+any tweaks I may have needed to do to it), and also export that as an obj. Back to the OP, the cage limits ray distance to keep bake times low. In other apps, the cage can also skew the casted ray…
Hey all, getting back into 3D after a long time away... This is probably a super noob error but with my normals I'm getting this: no normals: normals: I've checked the unwrap, there's no inverted faces or anything... Can someone help please? Not only is is the corners of the case, but the ridges on the bottom of the case…
What did you bake in? Your normal map generally will not "align" at the seams when looking at the texture as a flat diffuse, its just not how normal maps work. The color a pixel is in your normal map is a combination of a bunch of things, highpoly angle, smoothing(lowpoly mesh normals), uv direction etc etc.
Overall, my normals are really pixelated. But I feel like I'm using texture space well and I'm using a 4096 texture map. I just can't figure out why this is happening. I usually only model small objects, so I don't face this issue. Also worth noting: my normals seem better on one side and worse on the other. See: Here is…
I ran into a problem while UVing a test object to get the best understanding of how to tackle certain geometry involving a scenario where if needed to, I'd have to create hard-surface Normals. The issue isn't so much the creation of the Normal map, but rather the blending of the color values and such. I might have mixed…