Hi Guys! Just doin some 3DSMAX lessons. My problem is that the Normal Map Bake Layout is totaly diffrent then the Diffuse Layout. And here whats coming out when Baking the Normal Map: And then it looks like this: What im doin wrong? Please, can someone help me?
Hey guys I wonder How to keep my Spec and Normal when baking the lighting with light mass in UDK... When i Bake everything my Spec ans Normals becomes not dynamic anymore or seam to disapear in the editor. is it possible to keep them even with lightmap baked? tanks
Okay, So I'm still practicing on my ZBrush work flow and I ran into this problem which i hope you guys can help me solve. I'm sitting here making tiling textures which is really easy in 2 1/2 d mode in Zbrush with the normal map material. I made bricks and metal panels, etc. etc. but when i went to make an organic cartoony…
Hey there, I've read most of the threads about how no to trust 3ds max's viewport but even so just for a quick check I'm going in the right direction I still use it from time to time. I haven't had problems with this in past versions of Max and I thought I didn't have a problem with it in 2015 either until recently. For…
Hi, I'm looking for proper fbx import settings in UE4. Binormals and tangents should be calculated in the pixelshader, not in the vertexshader. So what does "Import Normals" in the fbx import dialog imply? You import only the "Normals", means "smoothing groups" (hard/soft edges), or does it also mean to import "binormals…
This is Maya? Or 3ds Max? For double-sided models like this, for a game engine, you'll want to manually create the backfaces. You don't want a shader to duplicate the faces automatically, because usually those new faces will inherit either default vertex normals (and thus not work well with your normal map) or else will…
http://www.cgchat.com/forum/showthread.php?s=&postid=196379 Per128, Poopinmymouth, Skanker: Would you care to check that out and tell me your thoughts? The low-poly mesh is both inside and outside the high-detail model, and the resulting normal-map seems perfectly fine... Per: I cannot see why you say Max7's normal-mapper…
Hello, someone can help with normal map, I bake several times normal map and still cant fix this issue from what this waviness come from, i cant understand
How do you combine multiple normal maps without using overlay? I noticed I lost a bit of the green channel when I overlaid a normal map. Suggestions? Thanks!
I have another question. I have baked one element and then the another one and then I mixed bot normal maps in Photoshop. But I think this isn't the best way. What do you recommend me to do in this case? This is the result with the normal maps and AO applied in 3ds Max: The normal maps of the bolts looks very weak…