Can you confirm that you created an opengl normal map in painter - or if you use a directx normal map, flipped the y channel (as Earthquake wrote)? You could upload mesh and normal map, so people can take a look.
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
Hey guys. I've been trying to figure out an issue I am having for a while and haven't come to a solution yet, so I'm turning to the lovely Polycount minds for some insight. I'll just keep the example simple for convenience sake, but essentially I have a shader that is vertex blending with an edge mask to give a nice…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Ok basically ive done a normal mapped head and if u look at the screenshot, particularly the ear it looks really angular. I know that i could solve this by putting in more geometry in there for the low poly. I just wanted to know if this is normal and if it would be acceptable for a fairly low poly character.
I'm getting a strange artifact on the normal maps of a substance imported into Unity. If I publish the normal map from SD and import it into Unity manually it doesn't have this issue.
whenmaking normal maps in max 7 i get shity warped pinching in the maps which makes it look suck, i take the same thing using kaldera and in many fewer steps have pretty nice clean normal maps, why is the max one sucking?
"Why does the green part show up black in the shading of the material?" A normal map perturbs the "normal" direction of a pixel. In substance painter, the shading of a pixel in its realtime rendered view is determined by a lot of factors. Basecolor, roughness, and Metalness. And the panoramic image that makes up the…
Hi, I'm not sure if there's anything I've missed but I can't seem to find a way to move multiple vertices along their own normal axis. I know how to move a single vertex along its normal but not multiple at the same time. I'm trying to make a cage for a simple object but I need some help with figuring this out. I've…
If Maya refuses to do what you want with normals then Normals->Unlock normals will often fix it. In general, use the soften/harden edge tool to blend in new polys.