I'm working on a character for a game project in Unity and I'm getting some really strange normal behavior whenever an object is mirrored. If you look at the boots, knee pads and the belt packs it's almost as though the normals are reversing the direction the light is hitting the object. These objects share UV space. IE…
The image on the left is what my normals should look like; the image on the right is what my object looks like after building the lighting in UDK. I'm not sure why there's such a drastic difference in the appearance of the normal map, but if anyone can provide insight I'd be grateful!
Hello there, the title says it all. I've tried this with 3pointshader and it works but in unity it doesn't. if I have a cube with 6 polygons, and bake normal map of a cube with rounded edges on it (even with separate smoothing groups and seperate uv islands) I still can't get looks of a rounded edge cube in unity. is it…
Hey all, I've had this happen pretty regularly in xNormal. I'm using a cage, and I'm sure it's the right size, since all the other maps bake perfectly fine. Any idea why Curvature maps would be giving me such a pain? Here's a shot of the curvature map, as opposed to my normal map. Thanks! It's my favourite type of map to…
Hi, I'm new and i have been browsing these forums mostly because of BRAWL. I've looked around the internet, and I have also looked through the normal map sticky thread, but I am just so very uncertain. Most tutorials I've found mostly deal with simple geometry. I'm still very new to 3d modelling and I am currently trying…
So with vertex normals, when you try to shade a simple cone, you have to use a lot of geometry or a normal map. Because if you try to use just 1 vertex on top, the back side will not shade correctly. And if you use quads with a flat cylinder top, you get these hard smoothing edges from the tris. I know the simplest…
Hello fellow polycounters. I sculpted a wall end cap in Zbrush made of separate pieces and created a normal map for the low poly, which is a single mesh. When the normals were generated, it seemed fine, but when applied, it looks like this: Any help would be greatly appreciated.
Hello, everyone. This is my very first post on the web. I modeled this skeletor lowpoly in Maya and modeled the details with z-brush(normal map with the z-mapper plugin.) the polycount is 3700 triangles with normal map. Hope you guys like it. Please comments and critics are greatly welcome.
I am making cloth in marvelous designer, after that i am exporting it: Here I am already uncertain, should i export it with thicknes or without? Are there some disadvantages for the animation when i use thickness? When i dont use thickness i get something like this: at the neck there is a "hole" because of the normals…
Thanks for the reply, I am unable to boot at all with the latest XNormal release, both safe mode and normal boots result in the blue screen error 'PFN_LIST_CORRUPT'. The only option I have when this happens is to boot from the Win7 CD and restore Windows to an earlier date, when XNormal is not installed. Sorry it's a pain!