Hello! New user here. I've been using UDK for a little under a year and am not working on my portfolio. I'm having a huge issue with normal maps showing properly on my characters. I have tried just about everything and am not sure what the issue is anymore. I have imported the normal maps correctly with TC_normalmap…
Thanks for the suggestion! I should add an optional "tiling" step when I find the time. Best way I've found is to capture the normal map first, then modify it for tiling with the clone brush. You can record the tiling of your color map, and play back the same action on your normal map. A highpass filter before tiling is…
I'm working on a DDO project using the UDK calibration, so the normal map's Y is inverted. I feed the DDO project a +Y normal map from xnormal and NDO, and it does invert it. However when I preview my project in 3DO I've noticed that the previewer seems to be expecting a +Y normal map instead of -Y because the normals…
Hello! I'm quite new and I have the feeling I'm making a stupid mistake... I'm creating my own textures in Substance Designer, then I apply that texture in Substance Painter to put it onto a 3D model in Unity. When creating the texture the normal map looks fine, as you can see on the picture below. I also make sure to set…
Would really appreciate some insight on this. I'm having an issue with harsh gradients appearing on my normal map. There is nothing obviously wrong with the normal map, the gradients in the map itself are practically invisible but something is not quite adding up it seems. Normals baked in Maya. Rendered in Marmoset 2.…
Hi! I wonder if someone could help me figure out what's causing this problem I'm having. Been trying to solve it for many hours today. At first I thought it was just a bad bake, caused by bad match (distance) between high- and lowpoly, but now I think it might be more than that. The lowpoly is all soft edges, exported…
well there's nothing to disagree with, if it dosen't work its broken. "Implementation Dependent A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent. However, normals sampled/captured from a high resolution surface and then transformed into tangent space is more…
Don't mean to hijack this thread but I've encountered another issue with normals that never used to happen until I updated to the september version. This is how it happened: Created model in Maya -> .mb -> .fbx -> UDK editor = Normals looked good :) Had to tweak the pivot so openeed the fbx file in Maya .fbx -> Maya ->…
Hi, I baked normal map which looks good applied on lowpoly model in Marmoset Tooolbag. Of course, lowpoly model has all Smoothing Groups set from UV Shells which looks ugly without normals but with Normal map applied - looks smooth and seamless, well you know. But when I load it in Max and activate Normal map, the model…
First let me say I am no expert in unread ed, actually at this point I hate it actually but I have to use it so I am stuck Anyway I am having a normal problem that when I fix it it causes another problem I import this model made in Maya to the level I noticed this normal problem so I removed it, went into Maya, selected…