Hi I'm currently trying to make a tyre in DDO. Firstly I can't seem to find a way to generate an edges mask just from the normal map. I assume that it is all wrapped up in the curvature but I think it would be nice to have an item in the list for just normal edges. The curvature map adds too much other stuff into it for my…
Hi all . So I try what @Eric Chadwick proposed and it's not working :( . I tested to resetXform , Collapse the edited normal but it's still don't work. I saw the normals change on Marmoset but not like I want ^^. So if some one can help me it will be really great ! PS : I used FBX format for the export. 1 - Max view with…
Ok, I've been working on a toy and a box for it. Now I been working with the normal map for the box. And found a small error when rendering in marmoset toolbag. Don't know if it's my normal map or marmoset making my head spin. Here is the model with the normal map all four renders are with the same norm map. Only the light…
So I'm having an issue in a scene I'm currently working on. Wherever there is an object with shadow on it, the normals seem to smooth/soften. I have proper lightmaps for most of the objects in the scene and have read through the udn concerning lightmaps. I'm not sure if this is something that is supposed to happen? I am…
Hello polycounters, I'm having a strange problem regarding how the normals are shown in Toolbag, I made the textures on Substance Painter and exported them to Toolbag, as you can see at the image the normal map behaves in a strange way, causing a hard color change that makes the seams too noticeable. I tried changing the…
Hi everyone. I'm working on a weapon model for my dota2 contest entry and this is my first time using normal maps. I've read a lot about normal mapping and figured out most of it right but I couldn't get rid of the baking errors on the edges of that model. I'll be grateful if you could tell me how I can get rid of those.…
Spent all morning searching older threads for a solution but couldnt find one. Im trying to mirror the UVs of the head but keep the face unique. The problem is better explained in this image: Usually when I run into these problems, deleting half the mesh and mirroring the object or using soften edge fixes it but this is…
Well my studio max won't allow me to render out normals properly. For some reason I can only use my blue channel. So I decided to use zbrush for my normal mapping. This allows me to use my red and green channels but there is a problem. When the texture is bumped out there are all these triangles making up the normal map so…
Hi I tried to baked normal map. I used "Reset XForm" on high poly and low poly models. Both UVs was correctly so I tried to bake normal. I have this result. My models are editable poly. I tried to bake normal after used "hard smoothing" and "3D smoothing" but nothing changed.
I'm very new to this whole 3d modeling thing, and I've had a lot of issues with creating a normal map, but none of them have stumped me like this. There are these very obvious and ugly seams showing up. Any idea's on how to prevent this from happening? high poly: Low poly: Normal Map: Normal map as diffuse: