I have been posting for help on other forums to aid me through the process of learning next gen texturing and modeling. However, getting a response is taking days! So I thought polycount is kinda' the main place to get fast help. My first go at next gen/normal mapping. But my normal map doesn't look like other normal…
Hey Polycounters, Im probably the hundreth guy to post something about normal maps on here but there is something i cant get my head around. I have followed a couple of tutorials to the letter and set up my rendering options exactly like they have but i still get the crappiest normal map ever. AND its green, not like…
Hey guys, if I try to bake some geometry on my mesh, nothing happens and the normal map will black.(Screenshot "A" and "B") But if I change the Option "Match" in Baking window to "Always" (Screenshot "C"), SP bakes the normal map. (Screenshot "D"). It bakes the normal map wrong, but it did (no black normal map). Firstly I…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
I've been playing around with medium poly modeling and face weighted normals, and I ran into a strange issue. So I have a model with edited normals that I exported from 3DS Max. I exported with all the combinations possible from Max with smoothing groups, split-per-vertex normals, and the tangents and binormals export…
Today I was able to pick it up and install it! watching normal maps realtime is amazing ;) . everything works accordingly, but i still can't view complicated opacity maps realtime properly :( . unfortunately i can't show images of that because it's for work, stupid nda's. any ideas what settings could cause the opacity…
I don't think I understand where you're going with this. If you make a normal map from a texture it's per-pixel. It should match the texture 100%. If you're baking the normal map from a hires mesh, it's baking down to the same UV's as the lowpoly already has. So again, it's a 100% match. Are you talking about overlays?…
So I have a weapon that I want to add some 3d decals/details on. So far I have been able to sculpt new details and bake without problem, but adding new 3d objects on top of the model doesn't seem to work. I have also sometimes added a few lowpoly models in 3dmax and then attaching those to the model for extra detail, but…
Hmm ... I tried the above Turn to Poly on top of an Editable Poly w/ mismatched face normals, but it didn't unify them, and actually made a mess when collapsing (duplicated the mesh on top of itself?). I'm assuming what you want is the Normal modifier's "Unify Normals" function, which makes all faces point the same way…