Modelling software: Blender Rendering software: Unreal Use case: Real-time render modelling portfolio I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes…
The tangent space in Blender is the same one that xNormal uses and actually has some pretty significant advantages over the tangent spaces in Maya and Max, which you can read about here. So there is noting wrong with Blenders baking in that regard ;) All in all, Blenders baking is pretty good in terms of workflow, it's…
Ok, so, I tried doing it your way. I remade my mesh (or at least most of it for testing purposes) as a single piece and no bevels, though I was not able to create a HP directly from that mesh because of smoothing errors distorting the mesh that I was not able to figure out how to fix, no matter where I put supporting edge…
The whole situation is a bit of a mess. First off, most 3d apps/normal map bakers use slightly different math (bi-normals and tangents), so if you try to take a normal map baked in maya and render it in max (or vice versa) you'll get errors. Idealy you want your target app/engine to use the same math (generally called…
I think it's actually an error with the way Max renders normals, I did some tests using objects in Max7 and xNormal, and xNormal produces a perfectly clean and nice normalmap, while Max makes one that has these shading artifacts from the lowpoly normals actually baked into the normalmap. I'll post some pics soon.
Are you baking the normals within maya? If so, that's probably it. Maya's baker is bad. You should get xNormal, which is free. You'll need to make a custom cage mesh for it and that should solve your issues. Also make sure your vertex normals are actually soft. Maya sometimes won't smooth the vertex normals for some reason…
Hi everyone, I'm quite new to NDO, I can't find the correct workflow for a simple problem, here it is. While doing a personal library of normal map details/decals to add on more complicated baked normal maps, I baked a hipoly bolt to a simple lowpoly plane using xNormal. I got a simple good tangent space normal map that…
I'm having an issue: When I bake the AO and Normal textures in xNormal my image comes out all distorted. When I rendered out the Normal texture in max everything was rendered fine, with no red marks. I had no UV overlaps either. I've tried exploding, everything I can possible think of. xNormal AO Bake:…
I've recently sculpted in some details in ZBrush and created a high poly insect model. After that, I made a low-poly, optimised mesh and baked the normal maps in xNormal. The problem I'm having is that the normal maps do not reflect properly: in picture A, with a standard material applied, the light reflects dead centre of…
So I'm using xnormal to bake my normal map at 4k with 4x AA sampling in xnormal. The files attacked are how it looks on my object and a version in photoshop with the levels crushed so you can see the banding easier. Why does this happen and how can I avoid it?