final_fight You might also need to check the edges on your high poly model. If they are too tight and take only like 1-2 pixels in your normal map after the bake, this could be the reason why dDo can't generate a proper curvature map. I use Quixel Suite a lot for my current hard surface project and I never had this problem
Hi guys, I have some issues while baking the normal maps. The last 2 issues I have not been able to fix myself are these two: 1. As I am using mirrored faces I get this seam... The thing that surprises me and makes no sense to me the whole blade of the sword is also mapped the same way, but on both sides - sharp and round…
hi can i get some help here plz? after 2 days of trying i got better result but still not perfect, i have giving to undersatnd that to keep may hard edges i need to split the uvs where they meet,so thats what i did and definitely i got better result but still have some artifact whith fine details, as you can notice the…
Really Appreciate the answer. And EQ thanks for this thread, noobs like me tend to learn by reading and doing. And this is one thread is for the one who wants a good read but also if one wants to try. well, hopefully when i get home i have time to finish Monthly noob challenge 2 in time. the only thing holding me back atm…
When a mesh is actually rendered on the GPU, any UV seam has to been split into 2 separate edges, that's why the seam happens. UDK technically could keep the original vertex normals, but it doesn't, it just reads the mesh and splits it. I think TexTools for 3ds Max has a button for that, http://www.renderhjs.net/textools/…
(Picture 1 is keeping edge loops intact before export.) (Picture 2 is removing vertices that aren't supporting the mesh's silhouette.) I understand that doing this on a mesh with just one smoothing group would be a disaster, but what about on non-smoothed faces. It doesn't affect the shading, so is there another negative…
That would give you the best normal map... not worth it (texture space or UV wise). I would probably just have the outer edge hard; seam b/t green and purple-- giving you 2 uv islands. This would eliminate gradient in your normal map in the green area. Uv islands Green Purple, blue, red. (all one, soft edges in b/t)
I remember having issues with Crysis 2's tangent basis, although perhaps the latest CE3 SDK is synced with the qualified Max normals, thanks for the info Racer445. Either way, if the xNormal plugin works with the latest version, I think i'll have to try that out. I've been avoiding xNormal, perhaps it's time to start using…
@solidshark Check out [ame="https://www.youtube.com/watch?v=OONQzKcWeMY"]this[/ame] video. Its a really comprehensive overview of normal mapping. @teho. I checked it out in Toolbag 2, can't see any visible seams. I would check your lightmap UVs, check your export settings and import settings. Make sure you are exporting…
Hello. I'm having a problem with my edges and am wondering by now if this is an actual problem or just a limitation. I've read this thread and others and searched for the last days, but I just can't to pinpoint what exactly my problem is. I've tried to follow the advices as close as possible regarding UVs and hard edges,…