Hi! I'm a first year student, so I know next to nothing I've just made a piano. I added textures. When I import into unreal it looks flat and unrealistic. I believe I need to add normal maps to the materials? The lighting just needs to look better on it. I have tried for hours to find a decent tutorial on how to unwrap my…
I've never connected the three, but just landed a decent gig to make 4 highly detailed character models for static rendered output. Anyone have any experience in this? I was thinking of the following setup: base mesh in cd4 > disconnect into separate parts > detail parts in mudbox and save back out > texture in mudbox and…
I have overlapped uvs for a jacket in Maya. The sleeves are sharing the same uv space and are not flipped. The normal map looks fine in the high quality rendering viewport, but when I render it out in mental ray, the right side is correct while the left jacket sleeve is inverted. I've been trying to figure out how to…
Apologies if this has already been asked before but I'm wondering how SP (2.3) baking differs from using a cage in any other application (I used Max 2015). I mostly mean the "Average Normals" box. I did some test bakes with it off, like Tim Bergholz says, but I ended up with seams like in an explicit mesh normals workflow.…
Hi guys. I have a situation where I need to import pre existing models into a game. All the models have diffuse, normal and spec maps. The game they are going into only allows for a diffuse map. I still want all that subtle lighting info included so I figured my options are as follows: A. Bite the bullet and hand paint the…
trying to learn the normal map workflow a bit better in 3ds max I wanted to try making a house and try using substance painter for the first time. From the tutorials ive read if i want to mess around with generators I'm gonna need normal maps but I'm running into is the workflow for the normal maps I have an House that i…
I've been learning to use substance painter and the sculpt->make-normal-map-for-low-poly-mesh pipeline. I'm trying to make some textures and normal maps for bricks, stone and wood, baked them through substance painter, and they all turn out like that: Instead of something like that: My issue is that there seems to be more…
"Set to face" conforms the vertex-normal to the direction of the face while "average normals" calculates the average normal-direction and aligns the normals to that direction.
Hi there, I'm moving away from using the Quixel suite as I'm getting a few too many crashes lately and have become increasingly impressed while using a trial of Substance Indie. My question is though, for someone that has relied on using something like NDO to create normal information, how can this workflow be adjusted for…