Hello professionals! As you could probably notice by the shitty normal map, I'm new to all of this. My teachers introduced me to baking normal maps, but I'm not experienced enough to do my problemsolving independantly yet. The mission: make a case for UE4, using 3Ds Max and Photoshop. The deadline is in less than a week.…
Hello, first post here. I've been told these forums are a great resource for questions etc! I'm hoping someone can help me with this issue. I have 2 normal maps that I would like on the same object. However when I use "overlay" in photoshop it washes out the colours a little and I seem to loose height in max. I've…
I'm not sure what you mean by tangent space implementation. It uses a cage projection method to determine normals on the source model. There is a control to set the coordinate system of the output normals. The AO does not currently take into account normal map normals. I'll add an additional AO map that takes both a 3D…
A few things to check: - Check that you're exporting the high and low poly mesh from the same position in the world. Usually I export both from 0,0,0 - Go through the objects and check that your Normals are the right way around (I.E. that no polygons are flipped upside down.) - Check that you've not overlapped the wrong…
So i take each part of the model and bake it, then i get the multiple files and merge them together (selecting alpha making a new layer and duplicating into a merge file), but when i do that i get horrible seams in the xoliul and 3point shader, but if i just use the original bake that has only one object on it it looks…
Hello Again Sorry for the Double Post, But I thing I figure out the problem. I notice that my normal is like to the png of the bake I did. I see The albedo is write Like that: Albedo Map : From Texture project. So I look my normal map it was form TV Stand_Normal.png (My bake normal map for my high poly) So what I did is *…
Thanks for the reply EQ. I know that Rikki used max's bakes for his eat3d broken pillar tutorial, and I seem to remember Kevin Johnstone or someone else at epic mentioning 3dsmax bakes as well, so that plus the matching inverted Y or green channel in both max's default settings and unreal's coordinate system makes me think…
I'm fairly new to normal maps and modeling in general and this is one of the first things i really tried hard on in modeling (i'm using blender) I unwrapped it and baked it so i could start texturing it I thought i would try normal maps to try to lower the amount of polygons but when i did the normals maps came out really…
Hi all, Thanks for the replies. I shared some example textures: This is the albedo that contain the main texture: This the composite that gives reflection: And this the normal for relief: This is how looks the normal in GIMP: If i resize the textures to 1024 for example, the albedo and composite works well in the game, but…
Okay, so I'm aware that splitting your UVs by smoothing groups will result in a higher quality normal map. One thing that gets me though is how you go about this for objects that might have numerous 90 degree edges with narrow polys. If I were split each edge in the UV then I'd get a better normal map - but this would…