Hi guys, could do with your help again. Baking normals out from high to low as a bit of practice and keep getting strange marks on the render. The settings are pictured below along with the anomalies. Thank you!
Hello, I've made a model in Zbrush and I'm trying to render it in 3ds max's Vray using the generated Normal Map from Zbrush. The problem is where it has UV seams, it seems that the color data changes somehow and this cause some really strange abnormality in the rendering... I've searched a lot in Google, but no luck. Also…
I am still trying to get used to SD but I have run into bit of an issue. Until now I have been export my 'detail' normal map out of SD and then combining them in Photoshop which is becoming quite cumbersome. Anyone know what I am doing wrong? I have different (combine) nodes there to show that I tried both and I am still…
This is my first time working with normals, so I have been following along a tutorial, but still ending up with some crazy errors. So I have uploaded the project with all the needed files. If a kind soul would be so kind and look it through and tell me what I'm doing wrong, It would mean a whole lot to me. Please help me!…
Posting for visibility if anyone wanted an alternative to single image - AI normal map generation. ArtEngine just released this to the public (2022.7.1). I was happy to be part of this project for the past year or so. Definitely check it out, I feel the results are pretty slick since we trained it on in house scan data.
I'm wondering if there is anything to watch out for when normal mapping a double sided polygon, like for palm tree leaves, cloth, or something like that. Are there any special considerations when baking and working with double sided polygons or is it pretty straight forward?
Hello, I did this normal bake with Marmoset. The first pic is how it displays in Marmoset, and the second is in Maya High Quality Viewport. I used Quad Draw in Maya to do the retopology. How can I fix this? Thanks so much!!
Regarding the pictured band ... (1) will the overlapping geo (circled in red) cause problems when casting normals and (2) when creating the low-poly should I simply use a tube or clone the object and remove edge loops?
Hi Do any of you know if its possible to have a normal map applied to a detail mesh? I know Unity doesnt support it out of the box but was wondering if anyone of you might have found a workaround? Thanks
bumping this. I realize some of my techniques might be dated (specifically using the blue channel in a normal map to aide AO- not a good idea) but otherwise I think the tutorial would help a complete noobie to normal maps.