Relief mapping is far better than Bump, Normal or Parallax. With Bump, your basically simply offsetting the Bump map in relation to the light point, and the Greyscale of that pixel is then added to the one below. Giving you a shiney surface and faking height to a degree. With Normal Maps what happens is the light now…
Hey PCers, I'm currently diving into my first UDK level with some assets out of Maya. You can see on the mesh that there are some triangles cutting through sections, especially on the top right. This is, of course, after optimizing this in Maya and reducing the polycount (haha) to as low as possible for the asset. No…
I've been brain storming and researching for a little while and I'm still a little unclear about how to go about texturing buildings and houses. I have my high poly and low poly building, and I'm going to add more details in NDo2. Here'es where my issue lies though. If I were to bake out a normal map, and then add details…
If I'm looking in the right place, I have both set to Marmoset. My other options are: Mikk / xNormal Maya 3DS Max Unity (Old) The tooltip made this setting sound like it was only setting up how the normals were to be displayed for the marmo viewer, but I'm not sure if I understand it's purpose very well.
So in games like league of legends and world of warcraft.. the highlight is done with lighting? i've seen some tutorials where its hand painted. Also i'm looking into handplane or xnormal since i want to use UE4. Which do you recommend for baking normals? I want whats easier and practical to use.
I still get crap results from this. High & low normals inverted, baked out AO in Xnormal and I get a white image with black squares all over it. Bake in Max, MentalRay gives me an image that looks like a splotchy mess. Nothing at all like an AO style map as shown by the OP.
Gotta say that your not really faking much. Photosourced normals aren't going to make a box look like not-a-box. You should still be able to bake just fine. Baking is CPU intensive, not GPU. Also, if you use xnormal to bake instead of maya, it will be faster and wont slow down your computer as much.
still working on this guy, sorry for the lack of updates but I hate posting individual normal map tests....anyway using xnormal still having many issues getting it to bake some things correctly..... but other than that good to go just going to resculpt and re align the model a bit and bake the final char map
Yes - Tangents and binormals on a triangulated mesh. Normal appears perfect within painter itself, but in marmoset and UE4 it does not. I'm attaching an image comparing an xnormal bake (with compute binormal in the pixel shader option ON) vs painter. This is in the marmoset viewport, but the same issues happen in unreal.…
If you made them hard and split the UVs, you should be fine. Most likely, the hard edge data got lost between maya and Xnormal. I would actually recommend you to bake the normals in maya, and the AO in Xn since it's so much faster for that. (might need a cage for the AO to match perfectly tho)