You're probably importing the normal data from the mesh, so the normals are probably locked.You can reset them by using the collapse utility in the utilities panel, or with an edit normals modifier.
I'm working on the retopology of a high-poly model I made. I'm not very experienced with retopology and baking normals. When I extract the normal map in Substance Painter, I see these triangular artifacts(like cuts) as if it were a mesh problem. When I bake normals in Substance, it generally looks pretty good, but if I…
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
@AndyC_Art try reducing the intensity of the normal map in this area, or running a normalize filter on the normal map, it's possible that invalid normal vectors are being used here which could cause shading artifacts
Hello, I recently learned about face weighted normals and just wanted to get some clarification on how they are applied in Maya. My current understanding is that Maya versions after 2012 apply face weighted normals by default on everything. So all I would need to do is add bevels and soften the edges. Is this correct or is…
I see no normal map node here at all using any normal map texture and you are using some texture to produce a normal with the bump node and this after the use of an color ramp.. very disturbing.. :wink:
Yes I am able to boost the contrast by increasing the strength of both RNM color and normal map. Something like x2 for the colors to increase the gamma and x3 for the normals gives something very similar to ground truth: