The way i have it in my head is something like this 'Its sampling normals from the other face. Since the normals were baked 'hard', normals from other faces are incompatible.' Thus you need a bleed of the edge normals to prevent the shader from sampling from the wrong face.
Hi all. This is my second attempt at a model using the high poly > low poly > normal map workflow (so go easy on me) and I really wanted to optimize the texture space on this axe model. I've been reading up on mirroring the normal maps and seen this problem around. The solution I found is here:…
I've decided that the Maya>Zbrush>displacement map>mental ray pipeline is too slow on the rendering side for my immediate needs, and that rendering a normal map would work just fine. Only trouble is I can't seem to find the right shader setup. I've searched cgtalk and other places. The only thing I've found up to now is…
Hi, I'm a scene modeler from China. I'm having some problems baking Normal maps with Sustance Painter. My model needs two UVs, and the Plane of one of the geometry is distributed in two UVs, I use the UIDM function of Substance painter to import the model and bake it. I found a noticeable seam where the Plane of the two…
Have you tried resetting the normals on both the low and high poly inside 3DS Max? Apply a "Normals" modifier once, and check the "Unify" normals button. Then do the same again once more, to flip them back out again. I don't know why this worked, but I've had very similar results to this before and I did an array of things…
Do this in maya: Lock normals Triangulate export Will fix your issue. This happens when you load quads into marmoset, as marmoset may reverse the triangle order on import. Make sure to do the lock normals step, otherwise your vertex normals will change a little bit when you triangulate and you'll get smoothing errors.…
but you would n't texture the high res model and would not need to do separate materials for each element. normally you would just bake the detail in the normal map and texture using the normal map as a guide. normally you just get 1 texture map for the fleshy bits and 1 for the body/clothy bits etc . I suppose in an ideal…
hey all, im having a serious normal issue. It cuts by the mouth, and i cant make the normalmap smarter, as the zbrush uvmaster is fucking up, and i have way too much details to lose. heres the result: the normal map: Is there anyone who can make any sense of this? thanks:)
So the regular FBX's that come in from Maya have just altered normals, and no smoothing group assignments at all? Or are there smoothing groups set, and the edited normals you import "sit on top" of the smoothing groups? If the latter, I think selecting all normals in the "Edit Normals" modifier and hitting "reset" should…
ok so im back again lol. i still keep getting this weird line at the hard edge. ill explain the process im using and then show a screen at the bottom of the problem im having. any help would be greatly appreciated. Thanks 1) i have my low poly, high poly and cage 2) the low poly model has split uvs at any sharp angle 3)…