[ QUOTE ] ... the height map generator seems to not work so well. All it gives me is a flat black and white image, more like a mask than a height map. And there doesn't seem to be any options i can change here. [/ QUOTE ] Probably you need to set the min / max height in the heightmap's options. To know this distance you…
Hey J! New suggestion. In the Object/Tangent space converter tool I would love to be able to simply paste the input normal map - instead of fetching it on disk. Most of the time it's a map I simply want to copy from PS, convert, and paste back so I don't always have a file for it. It's a bit annoying to have to create this…
Actually I started with different seam with which I wasn't happy so I changed UV and rebaked. The former seam looked like that (screen from marmo but I got it in max, xnormal viewer etc). It was in such a bad place (chamfered edge with seam at the centre ?...naaaahhh) I tried to change the uvs. One way or another I'm…
Caravaggio, I suspect that can be: 1) OBJ exporter is messing your vertex normals. Try to export a simple cube... Edit the .OBJ with the Windows notepad and check the "vn" elements ( vertex normals ). If you see all the normals the same or not coherent that will be the cause. 2) Perhaps C4D uses a different tangent basis…
Well merging it won't really solve anything, this is just a test model - imagine I work on a daily basis with 6k+ meshes with hundreds of different intersection areas. There's only one way to properly do it, and is to bake an object by itself without projection. Most packages (3dsmax,maya,modo,etc) can do both types of…
also santi please include images to what the diferences are for each type of ao baking please :S maybe do that for every effect, you render a normal map out of a random model part that allows to show something, then you in the normal map generation for example put an image of it in tangent and object space, in the ao…
So, I'm back. I have an other question now. I'm backing some normal maps from my High Poly mesh into a low poly using the "Bake Base Texture". I'm wondering if this baking option is correct for normal maps ? For AO and Diffuse it's ok, but for normal maps in Tangent Space is it ? The maps is reprojected to the object UV…
Hey i got a question about the extra bump thing, will that let you just load a bump map that gest applied to your highres, or will it let you load one that will get combine with your normal map after everything is generated? I've been doing a lot of object space normal maps and its much harder to blend in painted bump…
Is it a known issue of a AO and normal Map not matching the surface evenly on some objects? Like I have a screw on a surface. The normal map shows it in one position, the AO shows it in another.(This is with the latest version). I checked against with Maxs render, and they do line up. Im re-rendering now with cosign square…
And what happens if you use a cage? It's hard to measure a good uniform ray distance.... did you measure it using a 3dsmax tape or...? I prefer cages... because it more easy to extrude it until it covers completely the highpoly model. Btw... what's the black wireframe I see in the texture? And what are those black parts on…