I have this tree .ztl in zbrush and all the branches and roots are seperate subtools, in Maya the model was separated and all the parts were imported one at a time, all uv's were in the 0 to1 space and none overlapping. However, at the time I wished to export normals zbrush only exported the normals of the selected tool in…
I agree with GarageBay9 here. While I do prefer to generate my normal maps from a high poly model, there are some surfaces that just don't need to be baked from a zbrush sculpt. I have have alot of success with texture-generated normal maps. And like GarageBay mentioned, it's a huge timesaver to overlay high frequency…
yea RTT will capture bump/normal data on the source model (normally the high poly) and project it onto the target (normally the low poly). If you only have low poly to work with you apply the normal map and treat that as the high poly, you then copy your model and treat that as the low poly and bake. The results are going…
all depends on the lighting. normal maps on their own are best fit for minimal/dynamic lighting situations. the more diffuse the lighting is in the environment, the more you would have to augment the depth in your normal maps with additional depth information in your diffuse maps. as far as the example you posted…
This is my first (of many) posts so hi people. I've been finally given the motivation to join the chat and stop perving from the shadows due to a really annoying problem I've encountered with z-brush and its normal map material. Frankly the results are shocking, far far too intense. you can see the geometry Is there but…
Hi, I am currently trying to mix vertex normals of an object A and an object B. This is how I try to do that: - select A followed by B - Mesh -> Transfer Attributes (Normals only, World) - select B - Mesh -> Paint Transfer Attributes Weights Tool [] - paint the desired weights on B While transferring the normals from A to…
Hey! I'm trying to create a sword asset - so I built a low poly model, unwrapped it and then created a high poly version with turbosmooth and supporting edges. When I bake the normal map in substance painter the normal map looks weird and the low poly model is sticking out of the high poly model. Can you tell me how to fix…
For the normal node, I have found that you need to crank up the intensity for it to show. However with a linear gradient, it should show as a solid coloured normal because it is denoting a constant angle. I also see you are blending a flat normal with the result of the normal node to get rid of the alpha, a cleaner…
Hi guys, id appreciate if I could get some of your help. Im trying to build this revolver with some parts smooth (handle and triggers) and some parts hard (gun base I suppose?) There is no poly limit, I just simply want to render out some high quality images of my model and I want to know the best way to do it. I have set…
How How can I do to increase in photoshop a shade detail in a normal map that come out too subtle in the baking without touching much or ruining the detail normal map like in this case a chainmail? I wanted to actually deepen and enhance the up and downs of the folds that tough in the normal map come out barely visible ...…