If your normals are averaged the cage will be continuous. On the contrary, if you used different smoothing groups for each face ( which occurs in a cube ), the cage won't be continuous: For organic models you usually want a continous averaged cage. For non-organic models like a weapon, industrial parts, etc... you may want…
Hi EarthQual Thanks for your help. I begin to understand how the specular map working. But I still have 2 problem. 1 ) In the end of the tube , I have a black (no reflection) circle as you can see on the picture. But on my specular map I have the SAME color for the ALL PART. So I don't understand why I have this black…
IF you get chugging after limiting to one CPU(set affinity), also do set priority to below normal, this always works for me in xnormal. Often times I will bake normals/color mask in maya, and AO in Xnormal at the same time with this method, i've got 4 cores, but you get the idea. I5 for $715 sounds good if you're thinking…
Thanks! I read somewhere that baking bent normals in xNormal and using the green channel only (which I turn to greyscale in PS) does something similar to the gradient mapping there and I have been doing that actually in addition to the AO bakes from xNormal. But I think I will try that way out in Maya as it looks better…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Heya guys! So my little brother recently got married and for his wedding I decided I'd take it upon myself to either give him $100 for his honeymoon OR I get a 2fer goin on by giving him a movie poster of himself and his new wife while also helping create some portfolio work. :) Basically, create a bunch of highpoly…
Who says you have to export all the surfaces to ZBrush or Mudbox? Model your highpoly so the organic parts are separate meshes, do all the "technical" stuff purely in Max or Maya, then send out the "base" highpoly organic bits into ZBrush and work on those, then bring them back into your app for baking into one normal map.…
it looks like the horizontals are being ignored - the problem with using something this old though is that there's really no tellling what's upsetting it. personally I'd bake in something else - xnormal was the best tool at the time but its not that time anymore
Hey guys, sorry for the slack on updates this past week. Got caught up with a bunch of other stuff (you know how it goes). But I was able to get a basic sculpt done, a normal map (that is being fixed), an ao bake and some base textures. Here's a render: Now I have the normal map in a normal bump slot under 'screen' which…
So I have a couple of problems (likely something I am doing wrong). First one, what is the correct way to combine normals? As you can see from the image when I try to use two different normal combines something crazy happens. (Note: I only used the two combines to show both ways). Second one, I went back to rebake normals…