Trying to bake my first hi poly to lo poly sculpt normal maps and things are coming out wonky. I made the low poly mesh by remeshing it in Instant Remesh, and then decimating it further using a Decimate Mod in Blender. It's not pretty topology but it was a fast way to do things and I've seen similar things done online etc,…
Hey guys, ive ran into a small problem when rendering out an AO map and Cavity map for my model in Xnormal. Im using a cage and the normal map comes out just fine but when I try to render out the AO and cavity map they come out so faint and light you can barley see them, any ideas as to why this js occurring?
Can someone please tell me why I'm having issues with this normal map? I've attached a small test model where I got perfect results, using the same method that produced the issues on my main project. In the past, I used a lot to BnW bump maps, so I never learned much about normals. It's not even a complex model. Software:*…
I rendered my normal map from Zbrush, yet I'm getting a strange seam in the mesh, as seen from the image. Is this an unwrap issue, a normal map issue, or just a random error? Thanks in advance
Hi guys - Really simple question..but I'm just starting to learn all this stuff. One thing I'm struggling with is knowing when to bevel an edge and when to soften the normals? To keep it simple, lets say I'm making an old wooden box that has more rounded edges due to wear over the years...should I be beveling these edges…
Hey guys! I'm having a problem when baking the AO and normal maps of this "rockface" mesh. I get some weird lines and I cant figure out how to fix it... Before anything: - Its not the low poly mesh protruding through the high poly (lines dont match with the low poly version :( - Not a hardened normal problem either since I…
Hey, I am having a scan with 80 Million polys and I am trying to get a good normal map out of it. With the help of XNormal, so far I have tried it like 50 times, checked in Google and read a lot but whatever I do. I cant get rid of a lot of small little black framed islands.. My low poly has a good UV setup with 6k polys.…
I have a project I'm migrating from UE4 over to Unity. Im aware Unity handles normal maps differently than UE4, but even if my project in Unity is set to DirectX, the normal maps are not correct. Flipping the green channel does not seem to fix it either. What else do I need to do?
Hey guys got a little problem with my normal map inside of Marmoset, the model looks fine inside of Substance Painter but when I put it into Marmoset I get these weird bugs along some seams? SP Screengrab Marmoset Screengrab https://i.imgur.com/ieSmIT3.jpg Normal map Thank you in advance!
I'm having trouble with grid lines appearing on the polys of my low poly normal maps, as shown in the attachment. I'm baking a tangent-space map in zbrush, but I can't seem to get rid of these. I'm sure this is a super basic problem, but I couldn't find any pages here dealing with it or any info on the normals wiki. If…