Few month ago I've faced a strange problem. When I create polygon geometry in Maya and export it to Max (OBJ or FBX) the hidden edges of the polygons become turned! It's making me mad - e.g. I simply can't export lowpoly to OBJ, bake normal in Xnormal and load it in Maya - the result will look incorrectly. While exporting…
I've been trying to bake base textures for my hair cards, I did all the hair stuff in blender and the exported the high poly hair as an obj, same goes for the cage and low poly planes, I left the render process all night because I thought this was an expensive task but the progress bar from the preview tab didn't even move…
I have been having a little trouble in terms of baking the normals for the rocks. I initially want to get down the workflow that I am going to be using for this project, and so far it hasn't been smooth sailing, but I really want to finish this. I managed to bake my normals in MODO 'from object to texture', after doing…
Thanks, Iv attached a screenshot of it in the forest scene. Does look better. Am I creating normals the correct way? I do it via Photoshop - xNormal Filter - Height 2 Normal?
// current status: // Forearm in Unity Web player >> Hi I decided to learn some modelling for games and found this great forum. Lot of information about essential things that I have never heard (like normal maps) Here is my concept, I did it about 2 years a go (for flash game that I will never Finnish). This is where I'm…
Okay, so NormalThief is great for changing the normals on our foliage to make trees look more natural. I see that SpeedTree "welds" their branches to the trunks of their trees by making the normals at the base of the branch match up with the normals of the face they're intersecting. I figured I'd give this a shot! Here's…
For step 12, you have to bake your Diffuse (which includes the Alpha Channel) and Normal maps in order to use them as a base for your hair texture, that you will then apply to the planes. You can use Xnormals for that but personally, after having tried out in Zbrush and other programs, I'm more content with the workflow to…
Hello everyone, I'm currently baking my maps from my zbrush highpoly to my maya low poly in Xnormal. The problem is, as you can see on the image, the texture are not in the right place, some on the edges are "wavy" and some texture are completely offset. I tried most of the settings that were recommended for xnormal but it…
Hello polycount I'm learning both Maya and Xnormal for baking and I'm having trouble understanding the baking process. From what I understand, you can only bake objects that are in one uv island 0-1? I've seem people having two or more baked normal maps for one character. how do they bake more than one map when all we can…
Looking good, mate! Regarding the normal map...If you baked with the defaults in xNormal, then it should match Marmoset without the need to flip the green. Can you post a pic with only the normal map applied please?