Hey everyone, Im having a really strange issue with a mesh that I've brought into UDK. Whenever I apply my normal map, I get a lighting problem on two pieces of the mesh. I'm stumped as to why this is happening and why it's seems to make these pieces lighter and darker without reason. The mesh with the normal map appears…
Hello guys, Just came across a wierd problem in UDK, been looking around for a solution for a while now. The problem is that the normals look fine in the editor but then once i build the lighting it completly changes and doesnt even look like it has a normal map applied? :/ here is an image of my problem. as you can see…
I want to create my own tilable normal from baking a pattern into a plane. Then using the baked normal to apply and tile it onto other objects but I get seams. But the height map doesn't have seams. Only the normal map. I bake in marmoset and have tried many settings with no luck.
Tesselate with tension set to 0 will change your normals, too. (The normals in the middle of the tesselated flat plane are parallel to each other, so the interpolation will be happening closer to the original edge.) Subdividing or tesselating with tension will change the normals but will bring the lowpoly closer to the…
Is there a proper normal map blending for "detailed" second normal map that could preserve rounded look oh hard/split edges . It's "overlay" blending in Blender for example . It looks even worse in game. Detailed normal map reveals the hard edge seam instantly. I use same tangent space /UV island orientation in both normal…
So i was doing some practice with normal maps and looking at portfolios as usual then all of a sudden it hit me. Why is is t that people always seem to use Tangent Space normals when doing normal maps for stuff that will be in the environment? like a rock wall or something? I mean it won't move or animate so why use…
So I am making all the models (low, high, cage) in Maya and I'm trying to bake the normals inside Substance Painter. I have 3 texture sets with no overlapping or flipped UVs. The cages are made for every mesh by pushing the low poly verts by their normal till I fill the entire high poly so they have 100% the topology. I…
That fixes it. The problem was in smoothing groups and and how Maya (or Max) handles it when using smooth normals or set normal angle tool. Yes, thin triangles are causing the dark lines, but removing them does not address the shading issue. Using the Edit Normals Tool and setting all the normals to the same value helps…
So far I have fixed manually but as for the "cage" to see what was making the problem I have imported the 4 milion mesh into 3dsmax ... apart the lag trying to rotate the thing , I could check that the planes ofthe poly did follow quite well the shape of the high poly one , so I didn't see any problem in it , yes there are…
in response to @mastershokhan I used Xnormal to bake. Basically you need to transform the fibermesh into a 3D mesh (Polymesh3D) Exports the high poly OBJ (you can paint the model/fiber with polypaint and export, the polypaint information will be embedded inside the OBJ file *this is just vertex paint* xnormal also read…