That's fun! For a Shell ID, you could assign a colored material or grayscale value to each set of faces in that UV shell in any 3d app, and bake them to a texture there or in xNormal. It's common to bake out a Material ID for masking purposes during texturing. You didn't mention the UV edge part in the first post, but that…
Double post yay. Thanks EQ, I'll try again, although I got the decent displacement from normal with CrazyBump, so at least I got detail to work from. I know that author of xNormal noted that the max ray distance should be the maximum distance that high poly mesh is away from low poly, but even when I try to make it as…
What does the lowpoly shaded wireframe look like, and what are the UVs? If you share your model here, someone may be able to help you understand the issues. I think the best thing may be to read these guides on baking: * Of Bit Depths, Banding and Normal Maps * Skew you buddy! Making sense of skewed normal map details. *…
As @Neox said, if you're using normal maps, you really should not need to do anything special like transferring custom normals or other convoluted workflows. Make sure: * Your triangulation matches between modeling app, baker, and target engine * Your tangent space matches between all apps (generally this is Mikktspace…
Hi, new to Toolbag. I absolutely love it and don't know why I would render in my main app again :) I'm having some difficulty with the texture settings though. I'm using a normal Specular workflow and wanted to know if anyone had experience working with Textures from Quixel suite. The closest I can get it to look (like in…
learning a lot about editing normals. After collapsing my bevels and realising that there is a lot of tidying up to do, the shading can easily get messed up blender has a fair few tools to help with that, like smooth vector, reset vector etc you can really fine tune the normals using modifiers and vertex groups to isolate…
what pior said. The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info. And yeah, remove the normal map multiply. when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system.…
The first question there is a big topic and one that requires a lot tutorials and a lot of trial and error to fully learn the process. There are many decent tutorials around some you can find here http://www.learning-maya.com As for your second question, Normal maps and bump maps are not the same, but they both work in…
Yeah, everything is ok with the hard edges and split uv islands, there should be no need to be specific on how many pixels is the spacing between the islands. here is something that may work (up to varying degree of success because... normal maps :smile: Try baking normal map in maya if it bakes out fine (ie no seams) its…
Don't invert the fresnel. You want the opacity to change near the center when you're looking at the leaf planes more straight on. Also the math as described works off of the normals of the object. I overlooked you'd modified them, so the fresnel effect would behave differently than expected. Do you have a link or the…