Hello guys, I have a weir issue with my normal map I am trying to bake my normal into a low poly mesh and I am getting weird results Here's my low and high poly Here's the normal map Here's the result :thumbdown: Anybody has an idea why I am having this issue? Thanks for your help guys, Samm
I hope some one can help me with this, Ive been struggling with normal map seams for like 1 year, I always paint over the seams with a neutral blue (R126 G126 B255) so I cheat at normal map seams :'( So here it is I'm have normal map seams where ever my uv is broken up, I've tried painting in the seam, inverting my red and…
Hi folks, I have recently encountered a really weird normal map problem I've never seen before. Its a little lengthy please bear with me. I have been cracking my head trying to fix this but with no luck. So experts out there, I'd appreciate some help now :( Please take a look at this image. [IMG][/img] I was going through…
Hi! I'm starting to pull my hair out with this problem so I was hoping someone here might have a solution to some technical difficulties I've been having with the Arnold shader and render software. I'm working on a 3D character model that I want to render with fur and SSS material for the skin. I'm using xGen in Maya 2017…
Images will explain better. What I did is create a paint layer and set normal map and AO channels to pass through for use with the clone brush. The normal map gets corrupted. The AO is fine. Also, a question. I'm making some shapes using a generator in Desngier and I'm outputting AO, normal, height and curvature as a…
Hello all, I've been getting to grips with Substance Painter at work and have encountered a strange issue. I want my AO and curvature map to include the extra normal map details that I have painted into my mesh, so I am trying to do the workflow that everybody uses for this: -Bake Normals from High Poly -Add new details in…
I'm trying to get a normal map from this cylindrical object: But this is what I get once I bake the normal map in 3d studio max: So my questions are: 1- How to solve those wavy weird lines? I've tried painting in Photoshop but I got weird artifacts, and come up the seam. Probably because I changed the tangent basis doing…
Ok, so Im building a small robot, Ive modeled half of it and mirrored the other half, Im using the normals i captured from the original by keeping my the uvs of the mirrored geometry the same. I have pulled some of the mirrored pieces uvs into their own unique space on the map and used photoshop to copy over the normals…
Might have to do with the order of operations that your realtime renderer uses. The normal map does smooth out the mesh for specific surface normals, after all. If you animate your mesh, those normals change. But sharp edges like that should only appear if your vertex normals were previously split (or maybe made explicit…
If your normals are broken and you're using 3D Studio Max, try the following: 1) Reset the XForm Twice (I always do it twice just to be "safe" really 2) Apply two "Normal" modifiers and check "Unify Normals" Doing the above should reset the normals, and reveal any broken normals/errors. You can fix it from there :) As…