In my experience those compensating gradients in normal maps never perfectly compensating in actual game. Mikkt space synced or not. 8 bit only + compression means you have not enough precision. Add SSAO to this and at some light angles you will see those gradients anyway , especially on reflective materials. Same for…
Hello, I have a problem with my baked normal map in mudbox.. Here it is: and the uv-layout: At the left and the right side of the normal map you see that the face is shown as if it was subdivided. But as you can see in the uv-layout, it is one single face... Also the normal-map has like a gradient but it shouldn't. Does…
So, my polycount fellows, I'm pretty sure that this is a noob question but I still can't figure out and can't find the exact answers so I will just ask here. I'm using unreal in this example but the question applies to any other engine too (well, at least that is what I think lul) So, first question is: If I use one…
You can use a synced workflow in quixel, but there is one work around you have to take note of and the below is for UE4 btw: I have imported my maps (the normal's are baked in modo using MikkTSpace tangent space normal's) I have one smoothing group and no uv splits and the export target is for UE4 (with the Flip Y…
A normal map doesn't bake the depth of the model but the angle/direction. So the results are to me pretty much what you'd expect. If you compare the top-down view of the high poly to the resulting normal map you should be able to understand the connection there. If you wish to get "deeper" normal map you also need to taper…