Thanks for your time I am facing a problem now with my Xnormal where baking my normal maps and curvature maps had artifacts on them so I decided to take a look at the model and see if there was any manifold geometry I had missed out surprisingly there where none so I went over to check the face normal direction and it…
Recently I've come to love vertex normals and have fully adopted them into my workflow. And as of not too long ago I have come across another great benefit of vertex normals. (Sorry if most of you already know this, I'm mostly out of the loop and learn these things independently.) Vertex normals can be tricky to handle,…
Hi Polycount, Is there a way to fix normals like this? I usually don't care about normals like that as I would use a baked normal map on top of that to hide it. I was hesitant asking about as I thought it was embarrassing beginner question, but I just can't get it off my mind and cannot find anyone talking about this…
Great question! I did some experiments and here is what I have found. Sorry if it will be confusing, I'm still working on my ability to explain such things. :p The averaged projection mesh ray distribution is not the same (at least in Substance Painter) when you use all-soft lowpoly and lowpoly with hard edges. I get…
What is this piece for? I'm guessing its not visualization for an actual location. Product demo? I used to work for a viz company that specialized in windfarms and large infrastructure projects. I learnt the hard way (by going over budget) that high detail rendering and complex materials were completely wasted on the…
Updated the Normal Tools today with some new functions and features: Version 1.49 * Added new setting to automatically apply the Normal Tools custom attribute to any Edit Normals modifier added in the scene. This function can be turned on/off in the Normal Tools floater. * Updated the Normal Tools Custom Attribute to use…
Ok I'm really confused, I recently found that you can convert a diffuse map into greyscale and then convert that into a normal map. This seems too easy, but it does seem to work most of the time. Is this what people do in the industry or should you always bake from a higher poly?
Can't you export your model in FBX format from Blender, and import it with explicit normals in UDK? That would solve a many issues alongside what the other peeps have already said. Also, Blender and xNormal use the same tangents (latest versions) for the Normal Map, so baking in one of the other shouldn't matter. So it's…
Hello there. I am trying to make lowpoly shield. It's my first sculpt of something like that and i have some problems with baking texture in xnormal. So this is my highpoly sculpt in ZBrush. Every part of model is saparated subtool. I tried to figure it out how to retopo it and have few types of retopo. version 1: Version…
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? Thank you