Hey there! I'm having this problem with glossy surface appearing faceted. When I bake normals using xnormal (saving as .tif), the normal is great and the glossy surface remains smooth. However when I put normal through photoshop (to be more specific, Quixel Suite), it appears faceted after that. I tried saving the file in…
Hi, im new here in Polycount forum, i want to know how to create a normal map baking of a complete mesh like a full body in 3ds max 2012. I proved normal map baking using render to texture in a simple piece like an arm (creating a high poly mesh and then using cage projection ..), and it worked perfect, but when i tried to…
Noob questions. I watched that old Racer445 video on baking normal maps in Max. In it, he explodes (separates) various elements of his model before baking a normal map. I learned soon after that there's a much easier way to accomplish the same thing w/out exploding, by assigning matching material IDs to elements in your…
Taking the UVs out of the picture doesn't change anything - they're set on top of the normal map, so the Suite is bringing them in as normal map data, which is how they're showing up on the model in 3DO. I can turn off that layer in Photoshop, and it won't show up in 3DO anymore, but this distortion with the real normals…
As you can see by the pictures below, my normal map is being rendered incorrectly (using the maya software renderer). The red area shouldnt have that noisey texture. The material bump node is set to Tangent Space Normals so im not sure whats going wrong. I baked the normals in Modo. Any idea whats causing this?
I recently received an art test, and have a question about some of their instructions. They want me to texture "using two 1024X1024 tiling textures (one color map and one normal map)". My question is, do they want me to create a tiling texture, and just slap it on the model with no unwrapping? It's a tree trunk, and the…
Tangent space normals are relative to the lowpoly mesh normals, they can not override normal facing direction. Yeah depending on the detail level needed this would work, if he need unique or fine detail it wouldn't really be a good solution though. Another thing he could do is simply model the the low out to get the look…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
Hey, I'm still getting used to the normal mapping work flow and I'm unsure how to paint them. Here's what I want to paint: http://www.pasteall.org/pic/show.php?id=43766 It's a cupboard. Today I finished a tutorial (http://vimeo.com/26772037) on normal mapping. In the tutorial I used a single plane and made a texture for…
Hey, I wanted some advice on displacement & normal map workflow when it comes to texturing in substance painter... I wanted to apply a noise tillable to a piece of clothing in zbrush and then extract a displacement of it. Then in SP I don't want to use any normal/bump fabric texture as the clothing already has the right…