Hey guys, This fire hydrant model is my first serious attempt at normal mapping and I could use some critique and pointers. I've been through the normal maps threads and have learned a ton, but something's still not right. On top of the pointers/critiques, I do have a couple of questions ready: 1) Was it okay for me to…
You need to better round out your low poly cylinder so it more closely matches the roundness of the high poly. You probably could also adjust your cage to help minimize the waviness. http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm (Bottom of the page) You could also try adding edge loops close to the edges that…
So I could have sworn I did something like this before, but it doesn't seem to be working now. I have a tiling texture that I want to rotate 105 degrees, so I can't do simple channel flipping to get there. I created one plane with the texture applied and tiled 9 times so it covers a smaller plane. I want to bake that…
Basically i am using substance painter 2 to bake out my normal maps. When i bake the normal maps there are obvious lines appearing all over the model along the edges of the low poly mesh. I have no idea why it is doing this but wouldn't be surprised if i am doing something wrong or it is a problem with the meshes. Around…
The issue with your plan is that you are looking to display the model in multiple environments- each with a different tangent basis. Normal maps need to baked with the target engine in mind. I think the easiest pipeline for max users is to enable qualified normals rendering (assuming you have max 2011 or newer) and then…
Ive notice that when you bake a normal map 16bit tiff in xnormal and i plug it into Marmoset that it makes the thumbnail alot darker and the normals are not displayed properly. I know that converting it to a tga fixes this. Im just curious as to why Toolbag does like 16 bit tiffs? Reed
Find yourself asking that age old question: 'Why aren't my normals displaying correctly?' Spent some time today working through Marmoset 3, Substance 2.5 and Unreal 4 seeing whats different between each program when it comes to displaying normals baked in 3dsmax. I've collated some information and images below for the…
Hello everyone. I'm beginner at texturing and i have essential problem in normal mapping. can anyone tell me how can i solve this jaggy places in my LP model ? I've made my model in zbrush, unwrap with UV master plugin and bake normal map in 3dsmax.
hi everyone, i have baked my normals in Xnormals and i get this weird artifacts on my tires. My UV map is 2048 by 2048. AA at 2x. On the Normal map i included, on the bottom left is the UV space for the tires which all the 4 tires share the same uv space .