Well I don't have much experience with xnormal but I know in Max or Mudbox when you bake normal maps out at 8-bit you can get normal distortion the way those errors are faceted though suggests something else though... I'm really at a lost to what is happening are you sure that your model doesn't have any un-welded…
Title says basically all, I baked the normal map with xnormal no special settings or such and the result looks kinda weird, any of you know the reason for this?
Hi guys! It's my first post here and I have to ask a question.. I've got a problem with the baked normal map that shows the seams exactly where I broke my UV. I tried to search out old threads on polycount and I'm pretty sure it's something that concern with mirrored geometry..but I didn't find nothing that help me. My…
Yeah i thought the colours were odd for a tangent normal map too, here's a render from Xnormal, i downloaded it to compare results like you suggested. The UV islands with red dots in them are overlapping UV's , i did try a render by removing the overlapping pieces but the result was still the same artifacty mess. It looks…
Removing the dust edges helped remove the unblur/smudge effect atleast where the uv shells are. However the open space between each shell and the edge padding remained messy. So after removing my edge padding, everything looks great. My question is now then, to avoid this kind of circumstance again should I just export my…
You would model your detail on a flat plane just like you have done in your example, then do a grab doc of the alpha. You can then use that alpha in zbrush as a stamp to duplicate that detail (repetive things like bolts, runes etc...). In photoshop, you can paste those same alphas, and rotate them which you wouldn't be…
So my first ever post to Polycount is a cry for help, or at least for some understanding. This is all new to me and I get very little help from the instructors at my school, so needless to say, I TRY to teach myself everything I can. I've tried to search for the answer but I don't really know what to ask. So here's my…
Hiya guys, totally new to 3d. I keep getting stuck on parts and have a few questions i'm sure you guys will be able to help out with. So I'm at the stage of converting a high poly to low poly so I can put it into my scene. I created the low poly over the high poly and then used the 'render to material' option with 3ds max.…
Yep. Load your High poly ztool, then import your low poly. For memory, Zbrush will give you a message saying that the topology of the mesh has changed, Y/N to transfer High Poly details to new mesh? CLick yes and your new low poly mesh will be subdivided to the level of your old HP then its details will be projected onto…
Hi all. I don't wish start new thread beacause have almost the same problem. When I bake normal map some edges (on a low poly model) are still visible. I'm use Maya (2016). When I export model to Unity this edges still visible also. The model was softed with "Soften Edge". Here is few pics that will show problem... (low…