Not sure what problems you are talking about? The bake looks very good but the display of the normal map isn't so good because it's a render with standard lighting. Try using a viewport shader to show it off properly, Xoliul has a great one here :) For render pump up the normal map to around 1.6-1.8, leave the bump value…
Can anyone clarify how companies like CyberConnect2 and Arc System Works keep their normal edited meshes looking so clean even with skeletal and morph target deforms in UE4? I get clean normals for deforms in blender by using a proxy mesh to copy normals from. Is this possible in UE4?
Hi guys, i am working in speedtree and unity and want a good normal map software, so far i have been using pixplant and it gives fairly good results but the normal maps are as effective as say those from the default speedtree normal maps that ships with speedtree, any thoughts on this?
Don't trust anything you see in the static mesh viewer unless you only plan to use dynamic lighting, because that's what it's showing you. 1. Rotate those sections 90° in the primary UV set, don't forget to re-bake the normal map or use these Normal Map Actions for Photoshop by Will "sinistergfx" Fuller for quick normal…
Okay, I made a low poly mesh in Maya. I then exported this to Zbrush to work on. In Zbrush, I sub divided it several times, sculpted in some details, etc. I then exported the new lowest sub division version of the model with the new high poly model created in Zbrush. I brought these into xnormal, made the cage overlap the…
Hi everyone, I have been using 3ds Max 2008 for a few years and I finally upgraded to 2012 and I am encountering normal map issues that I have not had in the past. Here is a asset that I am working on (don't mind the place holder texture): You can see the areas where my seams would be as there are harsh changes in…
Hi guys, a Mari newbie here. I'm currently studying a course in 3D design, and this is our first couple of weeks on Mari. I'm having a bit of an issue with my normal maps, and sometimes I've noticed these tutorial videos leave out key steps in which wind up messing me up later on. So. I've set a normal map for my tiled…
Hello guys. I have modelled some complex and high poly scene. But my pc cant handle. It almost dying when I pan or rotate viewport. So I decided to optimize high detailed models. I am using normal map for detail on optimized models but here is the problem. When I tried to take a test render with V-ray. Light Cache…
When I bake normals from a highpoly to a lowpoly model in 4k resolution I always get these weird edges. Any ideas on how to get a more clean result? I have tried .tga and .tiff using the "ray distance calculator". I was thinking it was the normals maps attempt to make the edges softer, but you can see them when applied to…
Hi people I made several .sbsar files in substance designer, due to pipeline my normal maps should be OpenGL. When I import those sbsar in painter I noticed that the normal input is set to "auto". 'auto' is read as DirectX by default in Painter, no matter what. The only workaroud is: 1- import the sbsar 2- fix the normal…