If you are using max you can get a plugin called Advanced Painter from Scriptspot.com. This allows you to pick seperate object such as a bolt and use that as a brush. Then you select the model you want to 'paint' bolts on, select advanced painter, select scaterer or randomizer, select the bolt as your object to paint with…
The way this is typically done is to project the terrain's whole normal map (derived from the heightmap) and project that in worldspace onto the prop. Turn off tangent basis normals in the material option to get it to effectively ignore the meshes own normals.
Suite generally works great (currently using Win7/PS5.5), but I currently can't seem to get normals I'm drawing in nDO to appear in 3DO. I imported an OBJ file through the import tab in 3DO, and hit refresh in nDO, but nothing happens. I'm 100% certain that the normals are in a space where they should appear, but nothing's…
Hello , I was wondering what woudl be your workflow if you wanted to make a Wall texture .... I mean a realistic one , taking a real image of a brick messy wall from a castle . You get the texture, you make all the tiling , but then how you do to get a realistic extruding normal map ? Most of the tools that automate the…
So I use Maya for my modeling and texturing, and then my team uses Unity. So I am not a Unity expert, but I'm having to test out textures before sending in my final. I made my normal in photoshop and it is saved as a .tiff. The mesh is .fbx. When I import my texture will come in but the Normal map does not. And for some…
Hey guys, Trying to import a simple mesh into UDK and setup some materials on it, but I'm having an issue with my Normal Map giving me hideous lighting seams at certain angles where the geo is mirrored. As far as I can tell the bakes are fine, and the lightmap unwrap is fine (if that even matters for the mesh preview…
Hi Artist_in_a_box, It seems like the normal is still in "sculpt mode" -- this is a simplified preview of the normal for quick editing. Simply exit sculpt mode before saving out your normal and you should be fine! - Teddy
Hello everyone I have been trying to bake a normal map from AK 47 high res model and I can't seem to figure out why I'm getting this nasty horrible artifacts around the edges of my model after baking. I have smoothing groups applied to my lowres, I have tried baking the normal maps in 3dmax, topogun, xnormal,and substance…
I`m trying to generate an occlusion map from my normal map and when I put it in the DIFF slot in Max I get a nasty seam. Is it because there is a problem with the normal map/my cbump settings or it`s natural and have to clean it up in PS? (got this with the spec map too :poly110: )
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…