Hello, I'm working on a weapon model for my portfolio and have started to import my assets into Substance Painter for texturing, but have encountered a problem. My model is going to be rendered in Marmoset and it looks great there, but when I import my assets for Substance Painter the normals and lighting look really bad.…
Hello. Just a quick query to ask if there are any standalone alternatives to Quixel's NDO where you can draw, paint, path, paste and text your way to a normal map?
Because some apps and engines use the texture data otigin at top-left(Direct3D based) but other bottom-left(OpenGL based) and because ones use a left-handed coordinate system(D3D) and others right-handed(OpenGL). If the app or engine you're using to visualize the normal maps generated with xNormal uses the OpenGL's…
When Baking in Marmoset I got overlapping on the normal map. My mesh isn't overlapped neither is texture. When baking in substance painter this doesn't occure, the .fbx models are same in both programs.
Hi, i downloaded the last update and when i run NDO with CC 6, i wanted a normal map of one texture but all my results are the same, here a preview screen of what is going on, and this never happened before. Thank you and sorry for this bad news.
Currently using Xoliul shader with 3DMax.Normals in general seem to be working but get a severe difference at the seam. Not done normals for a while but as far as I recall you only get these if you have some details in that area but I don't. Any ideas what it could be?
Is it at all possible to export just the normal map from MT3? I'm probably just missing a setting or some such thing but I am having no luck in doing so.
Hey Ive been looking for a free normal mapping program for Gimp. I don't have PS so I can't use the nvidia tools. Does anyone know if there any free programs similar to Crazybump which would allow me to make some basic maps?