Anyone have a solution for removing wireframe lines in normal maps? I'm baking a model and am getting some odd wireframe/smoothing lines on certain areas. Mirrored UV's are off 0-1 space. Can't figure out what is causing it. Both with Raytrace and a Cage. Using Max 2009 scanline
Hey guys! I hope I choose the right place to ask: Does anybody know where I can find some bumped metal scans/normal maps/height maps? Something like this: Well, maybe I just don't know the right word to google it? :smile: Thanks!
My normal bake came out looking extremely jagged on the final model, is it because the texture resolution is too low? The full image size is 1024x2048, I don't really want to bring it up to 2048x4096 if I can help it, but if that is the only way, I will. Does anyone have any alternative ideas?
Hello , At CRYTEK - (game FAR CRY ) I've found Normalmap previewer. I don't know but maybe You will find this Normal Map - Poly Bump Previewer useful , looks good, works fine and easy to use in format .OBJ . Just try it. http://www.crytek.de/downloads/index.php?sx=polybump
I clearly remember having a similar problem to this a few months ago, but forgive me I can't remember how I managed to fix this.... I remember I was working with Maya's normals setting.... have you tried softening the edge of the lowpoly before baking the normal map?
In substance painter I am having an issue baking my normal/AO etc maps. Here is my model and UVs. I duplicated a lot of parts after unwrapping them, but that has never caused an issue with previous models. And here is my Highpoly: And this is the result after baking. I have tried multiple ways of exporting the model. All…
Lookin' for some crits on these 2 monsters I worked on in Modo + Zbrush (w/ zmapper to generate the normal maps.) Neither of them have a texture because I'm terrible at painting them! Maybe I'll give it a go on one of these guys when I feel up to it. Both are based off designs from the HL mod natural selection. Skulk ~…
Anybody ever tried to create a tangent-space normal map for clouds? I'm wondering if Afterburn (volume particle plugin for Max) could be lit properly by directional lights, so it could be rendered into a normalmap? I don't have it here to test. I was thinking of using this old trick for lighting the scene, so the front…
hmm....Im curious about their target audience. most people that want to create normal maps have a computer and most likely a bunch of programs on it that does a better job then any app out there can ever create. and the people that dont, why would they need a normal map in the first place?
Maybe I'm missing something but does anyone know of a way to bake procedural bumps into a normals map using the projection technique? I thought it might be a nice way to add some additional flavor.