malcolm: Because that way you remove any sort of normal (Z direction) influence from the overlay map, which will interfere with your baked normals otherwise. In normal maps, the blue channel represents the normal's magnitude in a range of -1 to 1 mapped to 0..255 A value of 127 means that the normal has a magnitude of 0…
A normal map drives the forms and basic shading of a model, not just fine greeble detail. Your concern has more to do with texture resolution than anything related to a normal map. IE: you could probably use a lower res normal map with a cell shader. Even then, getting sharp details and such, not high-frequency but like…
Hello there. I have a problem with my normal map does not looking "right" when i display it on a model as a texture. I don't quite understand why this is happening and what gives me this result. *The purpose of displaying normal as a texture was to make a presentation turntable. Here are the model with normal map being…
Hello, after spending hours on this i decided to come here to ask for help. I have a low poly model that i wish to bake with an Higher Poly one but I get some weird artifacts on the normal map following the topology. It seems to not be linked to the high poly as I tested swapping the high poly to just a subdivided version…
Ok, I solved the problem. I found out that XNormal do not subdivide the mesh while baking. That's why I got these nasty artifacts in my normal map. So I just used ZBrush Multi Map Exporter, which apparently subdivides the mesh while baking.
So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
Hi, i have question about my normal map. After baking the normal map in any program (SP, MARMOSET) there are no artifacts. But after transferring the normal map to another editor, artifacts appear on normal. I didn't hard edge the UV seams because it gives bad results for me. 1 screenshot - marmoser(after baking) 2…
It's still good to normalize a map even if the shader normalizes at the end. For example, UnrealEngine normalizes the result of whatever nodes are plugged into the "Normal" input. The problem is it doesn't fix any combinations or mixing, multiplying or whatever you're doing before that end result. So if you have one normal…
So I'm finally getting around to learning zbrush although I've been a registered zb owner for more than a year now and I want to try and make a normal mapped head. I've never done normal mapping before so I'm confused So far I've completed a lo-res mesh modeled in wings and a hires subdivided and detailed in zbrush. Only…
So I know that converting a grayscale image to a normal map is technically incorrect because the converted normal map parts do not actually correctly form to the tangents of your low poly model, but is there any way to make this work? Im assuming that when people do this they are just saying "fuck it" and letting it slide…