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…
Hi, it's me again. I tried to bake my normal map again, after someone here wrote that I should triangulate the mesh and all the problems will be solved. Well it did help with some areas, the majority of those artifacts still persist and I'm losing my hope that I will ever get the normals right. I'm literally pulling my…
Many people have probably seen this guy in my normal map tutorial, which is now finished, see this thread for the tutorial. http://boards.polycount.net/showflat.php?Cat=0&Number=53429&an=0&page=0#53429 This was my art test for Neversoft. I had to make the character under 1200 and the accessories in another 400. I used…
I'm having a problem with my normals in Maya. I had created a CV curve and rebuilt it, then lofted it to make the above shape. I was planning on deleting the edges I don't need for a smooth face, but I can't because they are border edges, which I think is because of this double normal problem. Does anyone know a solution…
I have a normal map with a height map in the alpha channel for a bump offset. when I import or reimport the normal map, it uses the alpha channel height map correctly. Although, every time I save the package, it gets rid of the height map in the alpha channel which gets rid of the bump offset. how can I have the normal map…
The normal map pipeline is very well established and gives the best results today, but like perna says there are tool chain issues and people are still screwing it up, in both art and code. A lot of guys are old pros at making normal maps, so much so that it must seem easy. But I think there are a lot of hardships there,…
@overmind19597 I need to know whether or not you used a cage to bake the normals, and need to see your UV map layout, the baked normal map, and what the model looks like without normals applied to diagnose this. Gimme dat and I feex :) Here are some general pointers. I think your problem is one or both of the first two:…
Hi there. I have a Hard Surface, high poly tank and low poly version moddeled in 3ds max. I have baked the high poly maps (Normal map etc). My query is if i want to add a rust texture which has its own normal map how can i apply this to pieces of the tank?? because the tank pieces are already using the normal map from the…
I just wanted to precise that in this kind of situation I personally prefer to use a hard edge and split the uvs at those sharp angles. It is a matter of taste, it has its down side (more chance of having visible discontinuity if you use some other photo texture there). But the normal map will be a lot cleaner (not huge…
cool, but are you guys saying that you find the xnormal bakes to be better than blender's - I've yet to get any other program to bake a normal (or other) map with the same quality as blender, not zbrush, 3dcoat, or xnormal at least