Hi guys! I used to use ndo2 a lot but I haven't for almost a year now. And today I needed to create a simple tiling normal map from photo texture. However, I can't get a correct result. I don't know wether it's from a bug or a change in the normal creation process but whatever I do I get something like this : Well... not…
Yo peeps, I have a series of questions. That i hope to get some answers to :) I have been using xsi for about 2 years at the place i work at. Is all good, pretty neat software. But now im starting to get deep into normal mapping and wut not. And im having some serious issues. And i cant find any actual tutorials and such.…
I'm just trying to learn NDO and so far I can't add details to a normal map. when trying to add a rectangle to a normal map, it just comes up with a box and generates a new entry in the layer system called 'rectangle'. very annoying. i was trying to follow along with a video here https://www.youtube.com/watch?v=WirF2bV8iNk…
Hi guys, I`m trying to get ndo to recognize a greyscale gradient ramp as a slope when converting from height to normal. but all I get is the hard edge where the gradient ends. has anyone tried this or got this working successfully? Nevermind... just got it working. I thought the grey to normal icon ment height to normal…
It doesn't make any sense to me why, on a model with averaged vertex normals (one smoothing group), you would get a seam down the middle of the model if you mirror your UVs. The texels on either side of the seams should have the exact same normal in the normal map and as a result should have the exact same shading. Why…
I thought these issues were unreal's fault but it seems that 3dsmax will not export normals in an FBX file with skinned meshes. Is there a fix for this? Do other 3d software have this issue? Not being able to bring in mesh normals really screws up my baking workflow. I have tried max 2018 and 2015. Edit: I re-exported as…
@ArasTM Hey! I'm am only 5 years late to the party :) It seems if you want to use a 16 bit normal, your best option (though it will be compressed still) is in the texture settings, importing the normal map as an HDR texture. Be aware this is VERY performance heavy, but if you still want to brute force your way through a…
I have a question in the industry is xnormals still used as a way that you would create normals? I seen a lot of fellow artist talk about Modo and substance as a replacement and even some using max or Maya even ZBrush to create maps like this.
There's an "average normal" function that works with separate normals. You could also combine them, soften normals, lock normals and then separate them. make sure to have your tile connected on both sides though.
Hey everyone, I am currently working on a project in which I have to model a Rim for an Aircraft. I finished my High- and Lowpoly recently and tried baking in Substance with Averaged normals. After baking a 2k map for the whole rim I noticed a weird pixelation around the outer part of the rim. Since I've already read a lot…