These baking artifacts are caused by the convergence of a number of separate but related issues. Material artifacts: The material on the high poly model is generating additional surface information that's causing normal baking artifacts. Removing the material from the high poly model resolves this issue. The material on…
Hi, I baked a normal map from a high poly mesh with all tiny details on it and I want to modify it by smoothing or removing some of them. The SP documentation says I just have to use neutral normal map color on normal map channel to remove initial details. But this doesn't really work. When I paint a default normal color…
Can you list the workflow that you used? (the geo approx settings, if hard edges where made along the UV borders, if the mesh was triangulated prior to export and if the user normals were exported along with it). Does the map look fine in the xnormal model viewer?
i second the previous speakers. crazybump is just unbeatable if you want 2d converted to normals. then again i stopped using it, when it gone commercial, since i had always much fun with the nvidia workflow. until cs4 64 bit came out. but you can still use the xnormal height2normal plugin, which functions the same way.…
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…
Nice! Looks beautiful, love the stylization. Can you share a bit of the creation process for these rocks? I’m guessing maybe a macro-sized bake for unique normal map, combined with micro-level tiled detail maps? Reminds me of some of the work Naughty Dog has shared here before.…
Hi :smile: I need to bake a Normal Map, but the model is a wood material, so I can't use smoothing groups, because i don't want to split the UV. But i'm getting some bad results baking the Normal Map. Object Space Normal Map looks better than the Tangent Space Normal Map, so I have two questions: -It is possible to…
I believe the Normal Bump material (or something of a similar name) is available as a free plugin for Max6. Try searching over on www.scriptspot.com or some other Max plugin resource. More refined: Try looking for gNormal or VisNormal over on www.maxplugins.de .
Hi everyone, A friend and I have been working on our own engine for quite some time and recently we've been starting on adding big massive structures and other things to our game. Something I've been encountering is weird normals on my objects (which result in poor looking objects in game). Here is a picture illustrating…