My studio uses 3DS Max. Our outsourcer has been working in Maya and importing to Max for delivery. Our Studio pipeline uses Max > FBX > custom engine. The problem is often the models come back looking fine in 3DS Max, but having broken vertex normals after exporting as FBX and converting to the game engine. There are…
Ah... sorry about that. It was late. Anyway, this is what I'm trying to generate a normal map for: http://www.mediafire.com/view/p98rwafw79lsuqh/overview_pic.JPG This is what the Uv's look like: http://www.mediafire.com/view/kp4pcxp2f44u2zn/uv's.JPG And this is what the normal map generated…
Hello, I wanted to ask you for your help with vertex normals in maya. This is quite weird for me. Mesh looks fine in maya. But when I import it into Substance Painter, it looks like this: I tried making every edge hard, set normals to face, unlock normals in many diffrent ways including various scripts. Still nothing But…
Hey, this is sort of a dumb question, but I just want to make sure I'm 100% on this before I UV everything on my mech. If I have a piece that's symmetrical, and I want each side to have the same texture (so I can overlap them in the UV grid and save space), would I need to flip the normals of the UV set I flip over to fit…
Hello, In Max I can bake a texture using projection with normal maps applied on the Hgh poly material. When baked the low poly receive the same normal map as the high poly. Is it possible to do the same in marmoset? If my HP mesh have a mateial with Normal map, it doesn't bake on the LP mesh. Sorry but I'm french and it's…
Hey. I tried to look for an answer but no luck. I imagine that's something that has been discussed. So my main problem is baking straps/belts. I would like to use efficient custom low poly meshes to bake to but making those is a bit of a pain and I think that's the process that can be improved upon. I'm testing this…
Hi everyone. My normal map is a total mess, I'm not totally sure what the problem is. Someone told me I might have to unify the normals on my mesh, which I will be trying out soon, I just have to tweak some of my UV unwrapping first. Apart from this, does anyone have any idea of what the problem could be? Could it be my…
I'm working on a cell-shaded character and I'd like to edit some of the normals rotation in certain parts of the face, a la Guilt Gear XX. The problem is that I can't use the Symmetry Modifier to mirror the edits I make, since the normals are reset when I do this. Is there any way of automating this mirroring process in…
Hello! I'm having some troble when baking normal maps in Maya. I'll explain. Basically I have my 2 meshes, one high res, and the other low res. When I bake the normal map it basically gives me a combination of the geometry of the low ress, with the actuall normal map I'm looking for.... here are some images so you can see…
Hello all, I am trying to achieve something like this in Maya Renderer or Arnold Renderer: I have a model and animation ready and I know how to do the regular batch render, but I was wondering if it was somehow possible to do a batch or sequence render of the World Normals? The most simple solution I can think of is to…