*edit* sorry I put this in the wrong spot, wasn't paying attention. If a mod could move, thatd be great. Hey guys. I'm trying to render a prop I made that has a normal map applied to it in Mental Ray (Maya 7.0). I'm using the JS_Normalmapper Mental Ray Shader. Here is a screen of what it looks like without the normal map :…
Seems like viewing object space normal maps in marmoset already works ok, so it would be really nice to get the option to paint/edit them in the painting tools. Doesn't seem like there's anyway to do that currently unless I'm missing something. At least not in a way were you can get a live preview of their effect.
I've been running into issues trying to get my texture to seamlessly repeat but the normal map is causing some weirdness on the edges. It repeats vertically but horizontally I get weird lighting (shown below). Is there something I need to do in the material with the normal map to make it know its a repeating texture?
Anyone ever encounter this issue; when I export an .obj from, say XSI, then import into Maya (7.0 in this case, but I've noticed this on other versions) the normals are screwed up and can't be fixed? I get screwed up shading in strange places even when normals are facing the right way...
Hey all, as the topic suggests, I'm getting some weird dithering in the blue channel of my normal map. I'm not to sure what is causing it, but any insight on the problem would be awesome. Thanks! Here is an example of the issue. The one on the left is a screen grab of the model with normal and spec applied, while the one…
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
i think you're crashing into a fundamental problem with understanding how bakes and normal maps work. there are a few threads stickied on here that explains how it all works so I'd recommend reading those but anyway.... working on the assumption that you intend the final presentation of this object to be in…
I just screenshot the tree, and the bump is set to obj space normals. Even with the option of tang. space normals, it looks like the image below, but with the zig-zag artifact. Below is a render without normals.
When I normal detail a building I made the details show up on the normal in PS but not in 3DO. And for some reason I get a message saying the above, but I don't have anything wrong with my UVs...
Those jaggy lines in the second image> looks like you have added hard edges to them in the low poly model. The normal map looks completely flat in any case, the normal map is doing basically nothing but adding shading artifacts by the looks of it. Without any more context I guess something else is going wrong here besides…