This is a glorified cylinder, but I'm getting lines as you can see from where the smoothness of the hi-poly is being translated onto the low poly. Is this just because I don't have enough loops on there or something else? Also, the other thing that is bugging me is that I have floating panels on this thing, but the normal…
so i hope the image can explain everything but ill try here anyway. Im trying to bake this high poly piece down to a cylinder. with the cylinder by itself, it renders fine. or fine enough for what i want out of it. now here's my issue, when i start adding in the rest of the segments, the normals of the object change and i…
Hello. I have a problem with newest version of Substance (2.5). I cannot bake my mesh properly. All of my bakes looks like without ticked option "Average Normals". I cannot get to work max frontal and rear distance. How Can I fix this ? Right now I cannot bake anything :( Thanks and Cheers !
Hello, I have an issue with creating tiling normal maps in Crazybump. When I run the filter, it creates a border around the tiled area, ruining the tile with a hard line each time it repeats in 3D. Has anyone had this issue and do you have any ideas of workarounds? I've attached a screengrab of what is going on here.
Hi, I do modules walls etc... and I found that when I do mirror UV, it show seams in Unreal engine 4 but in my softimage the normals is OK , so what the problem ? I read old topics talking about green channels invert many things confuse me. so what the process for this issue :\
Hi, When Unwrapping UV's sometimes its good to share similar areas of the model with same UV space. Bearing this in mind, can I get away with this for creating AO and Normal Maps, or do I have to unwrap the model and designate it's elements to their own unique UV space? Could Anyone clarify this for me? Thanks a bunch!…
Usually I make the lowpoly mesh to however I want it to be, then add loops and whatnot to it so that I can turn on SubDs for smoothing. This is giving me some errors that prevents me from baking though, but I don't know why, so... how do you generate your high poly meshes for normal mapping?
nvidia melody + fb objs = suck what's going on, and no i have no flipped normals, everything looks aight. exporting from blender to obj imported into melody. i'm really trying melody because d3/q4's rnederbump can't even fucking recognize the material in the .ase file. just gives me _emptyname instead and fails.
This is the first time I've tried to extract a normal map, and while the hipoly and lowpoly meshes look okay to me, the result's got some ugly seams all over it: Any idea how to fix this? I'd just do it in Photoshop, but it's pretty nasty in places: