I've been learning 3D for quite a while now and I've noticed in more recent years hi-poly sculpting/modelling and baking seems to have become standard, regardless of the complexity of the model. I suppose it is ability dependant, but I find the process can take a lot longer when baking, and I wonder whether similar or…
all week long, i have been trying to create normals of bricks using textures i made. its impossible. I then tried to see if i would replicate from other peoples made normal maps. all the results from NDO2, Crazymap, Knald comes out shitty. I'm losing my mind here ppl. someone help how do ppl create good normals from…
I watched some video some guy making texture and he used awesome normal map generating tool. And I want to know the name of that software. That was with black window, and able to preview normal map on cube. And can generate by selecting layers with height info (grayscale) and clicking Convert button of software window. It…
This is currently one of the area's modo really suffers in. The process is convoluted at times. So apparently, to get an OS normal map you have to "bake from render outputs" & after adding a "shaded normal" output, not from a normal layer, which is TS. So output is supposed to be OS, with a regular layer normal being TS.…
Hey, guys. I've been experimenting with normal map baking in Substance Painter, and everything was good. But since I exported model and normal map to Marmoset 2 I've faced some strange issues. I think it's something about smoothing groups. But why model looks good enough in SP and with issues in MT? Is there something that…
That gross green color in your normal map usually means you have flipped face normals. If you work with Backface Culling on, you can catch flipped faces before you export. The UV unwrap feels almost like an Automatic Unwrap. There are a lot of elements that could be stitched and some that could be stacked; some of your…
hey everybody, i just have a few technical questions for you, if you'd be so kind to help me out. I've always used zbrush to generate normal maps for my characters and used separate maps for different parts such as armor and such. My question, since I'm new to modeling for games, is how one would go about generating normal…
Hey folks. I have a little question that I can't seem to find the answer to anywhere.. I've been trying to get back into creating normal maps and doing some new artwork and I seem to have come to something I do not recognize and none of my friends can direct me towards an answer. Using 3D Max 9 I bake my normal maps to…
I think its only possible with shadow maps off, by disabling the normal map on the shaded side. You can find the dot product between the light vector and vertex normals, clamp the result so its 0-1 and blendbetween flat normals and your normal map. This won't look good on anything more complex than a box though. The normal…
If I'm understanding this thread, you're using a custom engine with few shading features? I would suggest duplicating the backfaces explicitly, then projecting the normals in a sphere or dome shape. Some examples here. http://wiki.polycount.com/wiki/Foliage#Vertex_Normals This shows projected normals per the whole canopy…