how do u increase the intensity of the normal map in Unreal Editor 3?. I heard that u add a multiply to the normal map. But the thing is im not sure. Also how do u make the map playable after u publish it?
Hi guys I have some problem about Normal map. This is my situation. this obj file is applied normal map, but each polygon's shadow appears.. how can I disappears this polygon shadow?? pleas let me know
@bac9-flcl Your model might be corrupted. Use 'mesh cleanup' tool under 'mesh edit' tab to fix possible errors, use it a couple of times to be sure. Do you have a cage? If you're using ray distance method, fiddle with different distance values. Validate that your mesh isn't exported with too small or too big sizes. Go to…
Hello, This is probably a noob question but im unsure at the moment. I am currently modelling a train and have finished my blockout>mid poly>High poly. I am currently creating the low poly variant and wondered if i have to fix the normals (aka if i have to go through and "soften edge" or "harden edge" etc.) or will my high…
Say if the model was made and unwrapped in one half, and duplicated/mirrored symetrically appropriately, and you want it normal mapped. Would duplicating the material for the other half of the model, and changing/swapping it's green/red color channel in the normal map work? I think it will...
Hello, Sorry for the generic title, I too have looked through far to many normal map problem posts and its been something simple like not splitting the uvws by the smoothing groups. However I seem to have done something odd. I made an object with was a rectangular box bashed up. the lowpoly for it was just a rectangular…
Hi. I'm often in situations where I need to manually alter the normal direction on individual verts to fix shading issues on my models. Is there a tool in Maya to copy the normal direction from one vert to another? I'm currently using a hacked together script to do it but I'm surprised there isn't something in Maya by…
if the tangent basis used in the baker and viewport don't match you get shit results if you try to bake a greater difference in surface direction than a normal map can handle (absolute maximum in perfect conditions is 180 degrees) you get shit results this is explained at length in the threads about normal map baking -…
You could also try to mess around with a Edit Normals modifier. Though an easier way might be to export it out of Max as a obj file, there should be a option to export without the normals information. Then just re-import it, that should reset the normals.
In agreement with everyone else so far, the normal mapping, and low poly model are good...but the diffuse/specular map detracts from it. Its something I've been seeing with a lot of current normal mapped work, that the textures end up looking more like plastic than skin. Try not to have the normal mapping and specular do…