That's an awesome vase, I love it! About the shader, I'm late to the game but I might be able to help. Disclaimer: I'm an illustrator, not a 3D artist. I put something together in Blender, it got plenty room for improvement but I think it's enough to explain what and why. Let me know if you want the file to play with it.…
Hi Marmoset guys. First off thanks for the hard work making great tools and tuts. I have a question about the cavity map in the occlusion slot. Would it be advisable to use in this slot a map generated by xNormal's normal-to-cavity-map tool? Or to stick with a baked cavity map? As far as I understand, a baked cavity map is…
Thanks Earthquake, can I put in a wishlist request for a override checkbox that disables skew and enables direction when a custom cage is imported? Or should I send that directly to support? Because honestly if direction is disabled for an imported cage, why bother using an imported cage most times if the internal will…
Any experienced normal mapper will tell you that you will almost always have to do some cleaning of your normals in photoshop. You will almost never get a perfectly clean bake. If the lines are too close and you get some pixel bleeding, just paint out some of the overlap in photoshop for now and remember to keep your uvs…
NI HAO!!!!! o^_^o At some point in the future i'm going to make a new model of you-know-who (HEY I'M NOT LETTING HER GO till I make a good faithful one for my favorite shootan gaems )drenched in normal mapping (the high poly model way not the zbrush or cheap photoshop plugin way) and i'm a bit stumped on how to come across…
Hey man, love the viewer so far and I think its great that you are making this as there isn't currently a one stop viewer that I know of (they all have there own quirks and problems). So, I recently downloaded your polyviewer and tested it out. First thing I noticed I couldn't run it on my main OS which is Vista 64 bit, so…
These are the textures i'm working on. The normal map is baked in xnormal. Does anybody know how I can fix the blockiness in the corners of the front of the tv in the normal map?
Make sure that the normal map's compression is set to TC_Normal and not something else. I believe if you name your map _n or _normal it'll auto set it to normal map compression.
I've got a question about normal maps... remember reading somewhere that normal maps baked in xnormal for UDk have some kind of special setting... but I can't remember it...
I wouldn't go so far as to say Xnormal is synced to UDK- UDK just added the option to import both tangents and normals. The only thing that is actually being done the same on both ends is probably the interpolation of the tangents and would guess that is coincidence. That workflow also only works for static meshes which…