Like I pointed out above its very inefficient to use tessellation on that surfaces. There is a cool trick though but it would lock you to use this as a modular piece, which I'm not sure if its a problem but it definitely works very well, even though the topology will look rather funny. But it doesn't matter since its a…
Those are back faces. Flip the normal on the back faces (in the shader). Not sure about Unity, but in Unreal, there is a node called 2 sided sign. It returns 1 for front faces and -1 for back faces. And there you can use this node to detect and flip the normals on back faces. This would simulate that you have actual double…
Hey Man, The black seems along the edges are most likely caused because your UVs are getting the padding you need. All the way at the bottom of the batch bake window you will see an edge padding option. Go ahead and increase that from 2-4, and see if that fixes the edge issue. As for your other problem, try the conform…
I dont know for using your .SBrar in marmoset. But for exporting from Painter, Your Normal map should be a RGB map. Here your output for normal map is just a Grayscale Map (Gr) you need to create a channel with RBG before draging your normal map channel in it. sRGB off doesn't means grayscale, sRGB a way to represent color…
Max .obj retains smoothing groups, atleast on 2016. I guess they are defined following the "s" lines inside the obj file, if you open it with a text editor. - normals => export all vertex normals as explicit, no SG "vn" inside the obj file - smoothing group => export pure SG. All explicit(edited)normals are reseted. block…
no what i m3an is that the normals you have drawn are not doing enough nothing to do with the intenisty, you need better shapes in them ATM alot are working as bump maps, a normal map can describe angles, use more angles to geta better use of the normal map. its like withsimple brick normal maps, most people just describe…
You shouldn't be modifying the topology of your model after baking your normal map. It disrupts the math involved in calculating the direction light will reflect off your surface in accordance with the vertex normals. This is evident in your last image where you have black seams along your cube's edges. If you want your…
I've dealt with this in the past, and here are the ways to do curvature maps that I know of: Highpoly, no UVs: - Vertex colors: bake in max with http://www.rpmanager.com/plugins/TensionMod.htm - Zbrush polypaint: bake to vertex color via masking High to low, UVs: - Xnormal, bake curvature - convert tangent space normal to…
Ok guys finally I sorted it out and yes like what Bartalon said SNormal is needed in order to properly bake the normal map. But got 1 more thing that you HAVE to make sure you didn't do in modo is that use the mesh clean up, cus somehow it will messed up your vertex order/ poly order or whatever when you bring back the…
"Post Cold War Diesel Punk Retro Futuristic Garage" holy crap hahahaha EDIT : Any people from Gearbox or someone who knows their pipelines here, maybe you could share some of it ? Anyway, Saw some textures of some props here but I also noticed from the game that they don't use normap map that much. Everythings hand…