I don't know if this will help but these are my normal maps that I baked from xNormal. It looks a little weird to me. Left is tangent and right is Object.
a support arch, these are just screen-shots from the xNormal previewer, by the way, there's no diffuse texture on them yet, just looking at how the normals baked down
Could it be that you need texture padding? And if it's the Tangen Space normal converted with xnormal make sure you have the Soften Edge checkbox turned off.
I'm using Photoshop CS5, Maps were baked out of xNormal. I can view that the AO map isn't lined up properly both in my Maya View port (2011) and Marmoset 1.02 I had no issues doing this with my normals maps but for some reason my AO maps won't line up. UV boarders have not been moved at all. The model is set on reference…
Hi, Hoping I can get some critique/comment on an old radio i've been working up a while. I'm mainly battling trying to get good bakes using either substance designer or XNormal. Mainly I'm trying to wrap my head around how to bake the grille from the HP onto the grille (card) on the low poly. I understand the theory behind…
I'm wanting to become a Environmental Artist and I know mostly how to use Maya, Zbrush and Photoshop works (no real formal training), but I've been training myself as well in UnrealEd3 copies of Gears and UT3 along with Source SDK. The one thing I get confused about is what I should worry about when modeling -- What I do…
Heya fellas and fellettes. I see the need to incorporate sculpting into my workflow and started for the first time today. I finally decided to try Zbrush out and try to produce something. Peris posted his nice Generic Wall Tutorial and that has given me inspiration to create one of my own. My goal with this first test was…
Hey! These look really cool already. Have you investigated custom vertex normals? Some ideas here http://wiki.polycount.com/wiki/Foliage#Foliage_Examples
As an environment artist, I use plenty of triangles in my work. If your mesh is to be used by another professional down the production pipeline, you have to validate your retopology with them. So, a rigger might impose quand base retopology to character artists. Otherwise the in engine result is your guide. It's generally…