If it makes you feel better, I heard it took Naughty Dog months for them to get their rocks/cliffs the way they want to. How are you making your AO maps? I combine my AO from my bake in Xnormal and use nDo to convert my normal map to an occlusion map. Don't forget to make a cavity map out of your normal.
It doesn't even give me the option for it. But I need envelope/cage that I made in Maya (From the transfer maps menu) for baking in xnormal with my batch script. I've checked manually in xnormal's viewport, it doesn't include the cage when I export the low poly, and it doesn't read the envelope mesh as a cage when I export…
(Hello, i have a problem with my meshes they suddenly appear to have weird bug with normal only when i move my camera on axis like front or side and i can't use a knife tool normaly it just rip off the face completely in all case and i tested a new file it work fine here,and my normal are correctly calculated. All my mesh…
Hey. Last week we had so switch over from max 2011 to max 2015. Now im facing several problems and I cant find a solution. I'm working for 8 years now with this program and feel a little stupid here, like in the first days. 1) The Element Background Color when rendering to texture is completely ignored by max. Its always…
This seems like it should be doable... and it may be quite simple. So I have a low poly mesh, with normal maps, diff & spec all made in the ol' school photoshop / image to normal map in xnormal kind of fashion. I want to take those mapped details, and project them onto a high poly version of the mesh, to use as a base for…
the models look pretty good for just starting :D to make the stuff really pop start making spec and normal maps for the models :D xnormal is a great tool for converting diffuse images into a normal map also if you could post up the wire frames of the models that would help the community crit how you build your meshes :)…
update...this is my first time painting in mudbox. Well...projecting in mudbox. Took the lowres model, imported it in, imported normal maps, then started painting diffuse. Dunno how I'm gonna handle the hair. Probably gonna do it by hand in instead of photosourcing it, or maybe i'll just get rid of the hair in the normal…
Changed the HP a bunch and finished the baking, low poly and UVS. The normal map was baked in xNormal. This is the low poly displayed in Marmoset with the normal map applied. I also have it in unreal, but its a lot muddier due to the downsizing. This is with a 2k, but the final will probably have a 1k. I just realized I…
yes, i just use or Turtle plugin or Xnormal Turtle has some great futures in AO and Normal map. But if the mesh is too high (more than 3million) i use xnormal.
Hey alex. I didnt do anything on the tire yet. I keep experimenting but I dont like the results. I am stuck, I dont want to model the detail , I only want to bake normal map, but a nornal map looks very bad on it. So im trying to figure out some pattern that would be good looking for a normal map, and be a tire for…