I'm exporting nested hierarchies. Building a large scale map . I ended up making my own DCC export setup . Would anyone know of a baker as good as xNormal for Height Maps under Blender ? Thanks
Hey yall! I recently got a chance to sculpt in ZBrush so I'm currently exporting models from Maya to later on sculpt them in ZBrush. On the left is the model in Maya with a wireframe and on the right is the subdivided model in ZBrush with around 3.3 million points. Why are the normals so horribly hard? I have deliberately…
This method should work for both GIMP and Photoshop: Take your normal maps into photoshop and duplicate the layer. Then go to adjustments and select the levels option. On your duplicated layer, turn down the blue channel in the out put bar (white side) down to 127. Once that is done then set the layer to overlay and there…
hi i was making a sword for a simple game me and a friend are making and the maps look really weird be it in photoshop and in 3Ds max here are the maps: Normals Lighting Map Please let me know what is going on. thanks in advance
Hello guys, my question is when i finish my low poly model and i am ready to bake my normal map, how should i position my low poly on the high poly? should the low one encapsulate the high where you dont see the high poly model or barely touch the surface? what if the low poly is surrounded by the high one? would it bake?…
Hello all! I've created a simple asset with mirror modifier. I wanted to try out if normal map will work... and it does not. My UV look like this I've uwraped half of the body and half of rubber belt. I've set textures in unreal to mirror instead of warp, but it all turn out to look like this Is there any way to make it…
Does anyone know when extracting normal maps in mudbox 2012, if a bump map is applied to the high poly, does it get baked down to the low poly as well?
Hi, this is my first post here. I know its a simple questions but I couldnt find an answer. After trying yesterday all night I am finally asking here. Why does my Normal Map come out this funky? I made a really basic box with some wood planks. I sliced several times into the box as well as the planks in order to get a nice…
A rather general question with a few answers I've experimented with, but what is the best way in your opinion to handle complex stacks when baking out normal maps? I notice a lot of the time, instead of just tackling the problem, unique UVs are created instead. But when it comes to creating environment models, for…