Well, in this case it does, his normal map is totally fubar. Try baking in Xnormal and see if you get the same results, then you can narrow it down to a mesh vs app problem. ATI's thing is like, really old and terrible.
The resolution is 2048. I even went back to my settings to double check. I decided to use xnormal to extract the maps. The ao and normal map looks alot better but the diffuse came out as a disaster so I will try again.
Cross Post from the Monthly Noob Challenge: http://www.polycount.com/forum/showthread.php?t=134326 My goal was to learn how to bake normal with XNormal, and to make some realistic texture, satisfied by the result except for the triangle count, a little high.
Thanks alot man :D The AO is baked with xNormal. I painted alot of stuff in Zbrush and then finished it in photoshop. Thanks for the feedback man. I tried to make it pop a little better. Well, this is the final result. Enjoy! Wire Normal Flats
Hay, Wold really appreciate critiques and feedback . sculpted in ZBrush | Maya , Colored in substance painter and by hand ( the face ) , Marvelous designer used for the clothing's and i think i used XNormals for some of the normal maps . Rendered in real time with marmoset designer . Thanks :D
The write ups for game art aren't as good or as solid as programming resources. There's a few reasons for it. You always need a visual example for art related terms and descriptions. Game art is constantly changing, things written even 5 years ago can be really out dated. The polycount wiki is a decent place to start, lots…
The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
Exactly.I give up using pipelineIO because I'm getting messy results in xnormal everytime.And vertex normals won't import correctly to UDK.It's sad thing,even though I didn't know that script has one click hardening option.
im generating cavity maps from high poly to low poly in xNormal. they are showing mostly black. but the tangent space normal map --> cavity map looks mostly white so I got confused. Im sry because im new at this.
ohh, you will only get highest quality if you use Max for baking, as the tangent space used in for rendering through Quality Normals is synchronized to Max's baker, not Xnormals. If things aren't synced you will always get some artifacts of varying strength.