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…
Sorry for the very noob question. In some threads lately there is mention of hand painting normal maps, what does that mean? Is that painting black and white and then converting it to a normal map? What type of details lend well to hand paining normal maps as opposed to a highpoly model bake?
Hello, I come from a film background and recently have started learning game art and doing low poly model normals. Below is a bake I did in Substance Painter using my low poly mesh and high poly sculpt. I was informed that I should be using all soft normals after I got artifacts on corners due to hard edge normals: All the…
Thanks for the suggestion! I should add an optional "tiling" step when I find the time. Best way I've found is to capture the normal map first, then modify it for tiling with the clone brush. You can record the tiling of your color map, and play back the same action on your normal map. A highpass filter before tiling is…
This may be a silly idea, but I was just thinking that if you had a budget of say 10000 polys for a next gen main character, you could model a hell of a lot of detail in it and not bother with a normal map( in some instances) Sure you would n't get those subtle things that normal maps bring out,but my point is that you…
Hello! New user here. I've been using UDK for a little under a year and am not working on my portfolio. I'm having a huge issue with normal maps showing properly on my characters. I have tried just about everything and am not sure what the issue is anymore. I have imported the normal maps correctly with TC_normalmap…
I'm working on a DDO project using the UDK calibration, so the normal map's Y is inverted. I feed the DDO project a +Y normal map from xnormal and NDO, and it does invert it. However when I preview my project in 3DO I've noticed that the previewer seems to be expecting a +Y normal map instead of -Y because the normals…
Hello! I'm quite new and I have the feeling I'm making a stupid mistake... I'm creating my own textures in Substance Designer, then I apply that texture in Substance Painter to put it onto a 3D model in Unity. When creating the texture the normal map looks fine, as you can see on the picture below. I also make sure to set…
Hi! I wonder if someone could help me figure out what's causing this problem I'm having. Been trying to solve it for many hours today. At first I thought it was just a bad bake, caused by bad match (distance) between high- and lowpoly, but now I think it might be more than that. The lowpoly is all soft edges, exported…