New Blog Post I always wanted to reproduce the so called wnormal by Martijn Buijs for Maya. SNormal is now deprecated, thanks to @radiancef0rge and @Fansub If you don't want to read, don't lose your time : DOWNLOAD Things to Know, (README): '''Name : bnormal (named after me because [1]snormal has been deprecated.)…
Ugh, yeah lots of tools don’t display normal maps the right way in their thumbnails/viewers. Here’s another tip: Normalize your textures! I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe these filters can help you! Normal maps should always be…
another alternative method is to use a basic normal map shader - paint into the map with photoshop (rtt a sphere to a plane normal map gives a good palette picker) or a 3d paint app (to give you your "real time" interface) then do a map to map channel (IIRC there a free plug that does this) then do a map channel to normals…
Heya, I have serious problem that literally making me crazy :C The Software i am using most of time are blender. Zbrush for sculpting and i recently knew about xnormal. It seems decent software. However Here is my problem. First is Cycle render picture, Second one is uv of this cloth. For Zbrush, when i generate the…
I have a problem with a rather ugly seam on my normal map, I am using 3ds max, mudbox and xnormal. entire mesh has 1 smoothing group with the exception of the bottom of the hooves Someone said I should use a cage in xnormal to get rid of the artifacts? how? workflow 1 ) made the low poly in 3ds max (editable poly) 2 )…
hi there, i already asked in the xnormal master thread but as no quick answer could be found i am opening this thread to leave the master thread to more general questions... i have the following problem in all my recent bakes (every one since I discovered it): every map (AO, normal and several others) rendered out in…
I'm a beginner to substance painter and to texturing in general, and I'm trying to get used to working with Xnormal for making normal maps, but when i finally work everything out (seemingly) and get a good looking map that renders correctly in the xnormal 3Dview i find that when i import the normal map into substance…
I'm having an issue when baking out a normal map from Xnormal. I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
Hi everyone, I m trying to create normal map using Blender and xNormal, but I have issue with it. Below are effects of doing this using custom cage, and cage created in xNormal (result is that same): I have hard edges / edge split at every uv seam. Mesh shading is set to smooth. Custom cage and cage created in xNormal…