Hey all, just a quick question to find out what people think and get some workflow tips ;) Ive been doing a bit of high poly modelling lately and recently tried out the 3D motive industrial door tut, which instead of modelling out a high poly mesh for the door, involves creating and generating the normals using Photoshop…
Hello, I just recently got a model imported into substance painter and i'm having issues with the shading on the model. I'm new to substance painter so i'm not sure if its an issue with importing or if its an issue with the export from maya. When i apply the normal map to the low poly in maya it looks like which is totally…
I'm just going to go ahead and re-do this thread due to the fact that the original one just showed how very uninformed I was when it came to baking. I really want to learn this leg of the texturing process and for whatever reason, it's been tough getting over the hump. Anyways, I'm trying to bake out a car in Substance…
The normal map is baked out in Max and then processed further in Substance. I've tried flipping channels, and using both "Normal Bump" and "VRAYNormal Bump". However, seeing as the normal map renders perfectly in a normal camera view, it seems that this may be something related to RTT and the projection it uses?
Hey there, I'm wondering how you guys would go about normal mapping an object like this. 'Cause I can't seem to figure out an effective method. Here's the low and high poly meshes. You can probably already see where this is going. Here's the lowpoly with the generated normal map. As you can see the broad surfaces look all…
Hi, does anyone know how the heck I can make an object attach to another object's vertex and rotate according to the normal vertex, using Maxscript and/or Script controller? I've found this script that attach one object to the vertex of another, but only follows its position. I need it to align to the normal of the vertex…
Is there a plugin for 3ds max 8 that will allow you to render something with a normal map applied? Or is there already a way that I'm not aware of? If not what program can I use to get a good render with a normal map(tangent space) applied?
Normal maps and colour spaces is usually what messes up my normal maps in Maya. I dont mess around with offline rendering too much nowadays, but have you tried looking into the colour space for your normal maps? The standard file2d node in maya usually has it set to sRGB, you want to set this to RAW for your normal maps. I…
There are basically two reasons people suggest triangulating your mesh: A. Max can give unreliable results, ei: Ignore your "invisible edge" orientation on quads and use the opposite, this generally will result in a distinct "X" shaped smoothing error, as the edge in the bake is running against the edge in the mesh. B.…
Reverse the normals on your hair cards, then set normals to face to reset them just to fully reset them. Then try transfer attributes again. This is because the face normal can point one way while the vertex normal can point the other way.