So, I was doing a chest tutorial, like some people advised. But the end result is the same. I got this weird triangles on my normal map. Maybe smb knows what is it about? What am I doing wrong? Followed the tutorial (the only thing I changed is not manually creating topology but using decimation master for it).
heey guys always if i bake in maya i get some rare black things on my normal map if i see him in maya like this: http://gyazo.com/c0c3483e8357541f10aa6f3f74b5a711. How can i fix this or am i doing something wrong?
Hi guys, just want to ask how to normal map a tire tread without seams. I tried using the cylindrical mapping but the seams are still noticeable, or maybe I didn't do it right. Is it possible? Thanks for the help! (sorry total newbie here)
so i am following a tutorial step by step using 3dsmax and mudbox(1st time) having issue with the hard seams on trash bag from normal map, gave the model the same smoothing group(was on tutorial) any suggestions or help would be appreciated.
Hello. I'm fairly new to both Zbrush and Maya and trying to learn the workflow between two. here goes my dumb question... Is projecting all in Zbrush same idea as baking normal maps? so here is where I'm stuck : I made a high ploy model in Zbrush and did retopo in Maya. I made a uv map of the low poly model and brought it…
i want to take the normal vector and offset it a bit by a random amount, probably by a noise texture. actually i want to do it a few times and composite the result, the result should look blurred.. anyone know the best way to go about this?
I was wondering what are some of the best dx shaders that you guys and gals have successfully used to view normals in the viewports of max? Thanks alot!
Project UV from the plane to those small objects . Bake object /world space normal map. Apply it on the plane only and re-bake it to tangent space . Not a single click although . Also you could just double the plane, select the original, shift it a bit and use the rest as hi poly object plus another copy of original plane…
Last year I watched this Introduction to ZBrush (the subscription is not mandatory, you can purchase a digital copy of the course). In this series, the instructor starts talking about the topology optimization in Max of a high poly asset (a catapult) in order to sculpt it properly in ZBrush, then sculpts and paints 3…