I haven't had a chance to test in UDK myself but try this: (if using max) throw an edit normal modifier on the grass, select all the normals and drag them upwards then do this (clipped from UDK news). "Custom Normals with FBX * FBX importer now supports custom vertex normals * This is useful for 'combing' vertex normals on…
Generally, it is much more important to clamp the blue channel of your overlay normal map(s) to 127(with the levels tool, or with a levels layer mask clipped on that layer). This way you you're not doing weird stuff that requires a re-normalization. If you see a big difference after normalizing, you're doing something that…
The Following Screenshots are from the Resident Evil 2 Remake Model viewer. On the left is the base Claire (Military) model and on the right is my Jill model after replacing the appropriate files. I'll be the first to admit that Jill's default face leaves something to be desired in these model viewer poses, BUT she looks…
I'm not trying to convert you to "dirty normal splitter", rather trying to figure out if there is actually a downside to hardened shells. Not saying each UV seam MUST have normal split, but that it CAN. Insisting it should NEVER be split (apart from what is dictated by necessary hard edges) is just as wrong imho. Having…
Forester Pro version 1.28 with Normal Bending We've been working hard on version 1.28 of Forester Pro which features normal bending and editing. If you've ever struggled with models in which some leaves are too dark due to shadows (forcing you to use only diffuse lighting) then normal bending will probably solve your…
That is weird. Blender hardly ever crashes for me. It's one of the things I really like about it. Of course, if it were to crash, it would probably be in sculpt mode. (one of the more recent and performance-intensive features) How much memory are you running on? I actually got a chance to test Blender's new normal-mapping…
Yes, this worked like a charm, just import the mesh, rightclick -> bake model information. then add a world space normal baker and add the tangent space nromal map there. awesome!
Shading of polygons in 3d graphic is being defined by vertex normals . Its inclination to surface . https://en.wikipedia.org/wiki/Vertex_normal Typically Blender calculate/set vertex normals automatically by polygon/edge flow . Thus you do those support loops and regular tessellation to help 3d package set vertex normals…
Why smoothing groups are so necessary? Anyway the geo is usually coming into a game engine as simply triangles and vertex normals with split hard edges and uv seams . That smoothing group approach is rather Max weird limitation because it doesn't have proper normal /attribute transfer and requires redundant extra edge…
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…