Hey guys, I'm trying to get into Nvidia Hairworks and for that it was recommended to use a script that creates a spline on every vertex normal. Shave and Haircut innately has that and was recommended because of that, however, I don't have a license for that. Could andbody help me out here? Thanks in advance!
Alright so I use Maya 6.0, and use the transfer surface information plugin...and it was working fine up until I tried it tonight...now when I try to normal map, it outputs image files that are just grey! Anyone know what may cause this?
Hi I was wondering how can i determine the max size of the map (Normal, AO) i can bake for game purpose models in 3ds max on my system and also in photoshop for texturing purpose. What should be the best size one can know.
Not really hard.The main ones are Diffuse - color map Spec - Specular maps Bump > normal bump > bitmap > (then select your normal map ) And other ones Then if you have 2009 then use hardware viewport options.
I use it for making rounded shapes like cylinders and bolts and such. I dont like painting height maps for shapes because they arent sharp enough for me, and I don't have the time to model every environment texture I make. I built this to make my underlying shapes quick and use hight map normals generated by nvidia's…
I'm baking in Substance Painter. Here's the result: http://prntscr.com/92ecsp Normally I'd say, "Make sure you only have hard edges where your UV seams are" but that's not fixing it this time. I've tried making all edges smooth, I've tried putting hard edges where UV seams are and I've tried bringing it in to Marmoset to…
every normal bake i do thats part of the this mesh becomes screwed up. i tried different settings like global supersampler with or without it. I tried redoing the projection. I tried baking it in xnormals, which looks even more retarded. but if i rebuilt a mesh that is the same and bake the highpoly it is fine. My guess is…
Hi polycount! So I made a material with basic gerstner waves and it's all plugged into the world displacement output of the material. As you can see, despite the wireframe showing that the material is animating correctly, the normals are messed up and look unchanged from when it's a flat plane? I would greatly appreciate…
Hey! Comparison: I've always used PNG as the normal map format in my assets. I always thought that most of the artifacts and banding came from using 8bit maps rather than 16bit. Recently when I baked 16bit PNG and it still had banding and such, I tried 16bit TIF format and I was really pleasantly surprised. What's really…