Or you can do it with nodes. Note that the first 2 lines are unpacking the normal maps from 0-1 space to their proper range for this procedure, so you'll want to translate that for use with your existing assets. So your base normal will need its blue channel doubled. so multiply it with a vector 3 set to (1,1,2) The detail…
I'm baking a normal and occlusion map for my models in xnormal, but some of the maps have issues. The normals are all facing the right direction so I don't know why this happens. One of the maps is of two shoulderpads, see how one of them has nasty squares all over it while the other is smooth. Why does this happen?
hey everyone! first post on polycount! i got a lil problem with mentalray here... to be specific i think i've isolated this problem to the Arch and Design shader only. i discovered reading EricChadwick's tutorial on normal maps that you can have great results when baking a highrez model on a lowrez geometry that contains…
You should use TANGENT space normal map on the Substance Designer. You can convert your object space normal map with handplane or xNormal, to get a tangent space normal map.
I am working on a project using MODO and its a really nice software to work with, everything was OK(almost everything) until I got this bad normal map result running Xnormal The first image is my HighPoly. I am pretty confident that there is no problem about meshes positions, my smoothing groups are correct(at least the…
1.What settings did you use? Did you use cage? If not, do. You are always gonna get shading seams if you use normal mapping to represent smooth edges. If you want to use your model in any engine, test the normal map in the engine not in Maya viewport. BTW These are both baked in Xnormal the one one the left has hard edges…
You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
A cage is basically your lowpoly expanded so it covers the highpoly and sets a "limit" for when you're baking the textures. Are you using xNormal to bake? You can create a cage by launching its 3D Viewer and doing a global extrusion. Alternatively, I do it using Maya, selecting all of the verts on the lowpoly mesh, setting…
Anyone having issues with bent normals lately ? every time I try to bake bent normals I get the exact same result as normals, and given the mesh I'm feeding xnormal with it should definitely be different. Some settings not working or is it completely broken ?
Hi everyone, I just want to say thanks in advance for your time. I've been attempting to model a high poly to low poly gun lately, and about halfway through the project I decided to practice normal map baking, just to make sure I understood it. When I tried, I ended with black lines around the 90 degree angles of the of my…