I've been wondering that could it work if I had these meshes in Blender, for example: * Character_HP * Character_LP_quads_with_UVs (for rigging in Maya) * Character_LP_triangulated_with_UVs * Character_LP_triangulated_cage Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded…
Hey, I'm currently debating an issue I am having here. I am in the process of making a small building for an environment that I am working on: Here is my question: For buildings, is it worth it to make a high poly version of the building first, then baking it to a low poly? Or is is best/easier to just use xNormal to…
I'm going to assume you baked these inside of 3Ds Max, if so the red dots and such are areas on your highpoly that are outside of the projection-cage that is created when you bake an object. As for the white-stuff around, I'm not totally sure, but that could be some setting like "background colour: <insert colour>" where…
Thanks for the reply MoP ! I've tried loading this model in different engines, such as xNormal and Doom3 - and there seems to be a line crossing the section in both of them. I've also checked the projection, and fitted the borders to x=0, this improved things but the problem is still very much there. I know my best bet…
So I baked the normal map in xnormal but quickly found out while messing about in substance painter that I was going to need to re UV my model. It didn't seem too noticable at first, but in painting the falcon, the neck seams really stuck out. After reuving it, putting the seam down the back of the head, I was able to hide…
Spent last day watching videotutorials so now I have a slightly better understanding of things,improved the Yggdrasil placeholder and sculpted the base for the terrain I'll use in worldmachine,is kind of like a "footprint" of the tree,so I will try to push for an effect of the earth torn apart where the roots of the tree…
What I did: I split the uv's for each side of the pillar, and I hardened all uv seams. Then I set the soft normals mode to Angle and Area weighted. This reduces shadowing on the low poly model, and keeps the normal map from having to correct as much. I baked out from xNormal using a projection cage (just a slightly…
I made a high poly and low poly and used Xnormals. I had to bring it into photoshop because there was some strange things happening with my ray trace. so I had to remove some of the extra unwanted normals but, other then that i didn't use photo shop to generate my normals. my first pass of my model looked really dull with…
Im not as expert as Oglu. But from what I can tell, you have geometry that overlap each other? mudbox doesnt like that very much since theres no control cage for baking normals. Is there any reason why you must bake the normals inside mudbox? if not go with Xnormals. If you insist on using Mudbox for baking. You can try…
mudbox doesn't get to some faces,that's true and can't paint very tiny details like in Photoshop even when painting in high resolution.Maybe I am just gonna go back to good old photoshop.Zbrush can't import normal maps and display it on the low poly model.I did all the research on the web,no info saying this can be done.I…