So animating an object with object space is pretty much the same as is with tanget space (leaving out the shader complexity ofcourse). Wonder why this misconception is so widespread (must be like the "triangles screw everythign up in zbrush" issue lagging on), people must have just heard about it and never actually tried…
Hi OctoKube! All normal layers in an NDO document are fully non-destructive, so unless the normal groups have been manually merged they should always remain editable. To access each normal, simply select the normal layer in the PSD layer stack, or use the up and down arrow keys in the NDO UI to quickly access the different…
I've been having some trouble with normal maps in Photoshop. Whenever I open a baked normal map in Photoshop and modify it (add details etc.) and save it, the normal map no longer works properly in Max (Xoliul shader). In this test image I baked the normal map and applied it to the first object. For the second object I…
Hey guys, created a simple material blend using a wooden and metal material but can't seem to get the normals to blend properly. Seems that only the normal from the base material shows through; hiding the normals from my wooden texture. Materials switched to showcase wooden normals (See in this case the wooden normal…
Hi, everyone, what I am trying to do is a trim sheet and use the technique that is mentioned in this GDC talk. https://www.gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques I am wondering if there is a way to use the bevel node in Designer to achieve the same bevel effect as a baked normal map The left side…
I was just wondering if there is any disadvantage to creating a whole new UVW for a normal map? example. UVW 1 is diffuse, UVW 2 is lightmap, UVW 3 is normal map. The reason i think this is very useful is because some objects you create may need a normal map in some areas, but most areas of it is smooth or flat, and…
I've been importing my models from Blender to Max as .fbx and I noticed that when they come in they have no smoothing groups applied and every single vertex normal is split, even though they're pointing in the same direction so the model appears to have smooth edges. It looks fine in editor but it's causing my vert count…
Initially I also thought that "Soft Edges" would do the same, but after closer inspection it does not hold up. The script also helps with different angles of bevels, not only 90° angles. With Maya's soft edges functionality, there is still a gradient, even though it's not as hard as a regular "Average Normals" invocation…
Hello Everyone! Here's my latest environment project. This scene took me about 3 weeks to finish from start. I created all the assets for the scene. I wanted to create a horror scene focused on background storytelling. However I had no specific concept to begin with. So I used Midjourney and Dall-E AI Modules to gather…
Hey folks. I'm currently at school trying to figure this one out... See, I've been assigned to model a locker. I'm currently working on the door. I've made a high poly model and a low poly with UVs. I baked the normal map yesterday and at first glance it looked alright, but when assigning the diffuse the 3D effect more or…