hello. i'm using the "normal bump" slot in max material editor. for some reason i'm not getting the normal to show up in the viewer or the render. i've never used the normalbump slot in the material editor so....anyone know what i may be doing wrong? thanks
I'm using Maya's transfer maps tool and it's giving me some strange results on the border edges. Included is the normal map. Hi poly cube in front, lo poly in back. Obviously, along the cube's border edges are some wild and hideous results. The normal map illustrates the wonky results, I just don't know how to smooth that…
Don't forget about nDo... http://cgted.com/ Absolutely fantastic normal map plugin for photoshop, if not the BEST. It also allows rotating of normals / normal widgets.
Getting some headaches with baking AO maps from xNormal. Using default settings, my maps have strange wavy gradients where they should be smooth and even. My normal maps are baking perfectly, so I have a feeling my high res and low res meshes are set up properly. Maybe there's something wrong with my AO bake settings, but…
Good evening everyone. Over the past few years I have developed an understanding that the "proper" way to model and texture game assets revolves primarily around the process of creating a high resolution model to bake normal and AO maps for use on a corresponding low-resolution game engine ready model. I would like to hear…
I apologize if this problem is documented somewhere, I have honestly spent the last two days looking for a solution and found none. I have a model with an alpha plane that I've mirrored along the Y-axis -- this of course causes the UVs to be flipped, which is normal. In Maya it displays fine in the viewport, but in…
ok so here is the normal map viewed in different settings. im not sure why there is this strange seam, becos technically the seam should be in the centre but its really random. only when i turn on tangent-space normals does it show the seam how it looks in photoshop. hope someone has the 'win' button for this problem cos i…
Hey guys I'm having an issue when it comes to doing round corners for my normal maps, below are images of this issue, any idea how to fix this and also any tips that will help so I can get good normal map result for hard surface models.
ola!!! fritz presents his 1,520 question of the day!!!! can someone tell me why the viewport is displaying my object w/normal test so dark? and the render comes out normal(no pun intended? this is just a texture test...so no jokes please. haha. cheers
I'm getting some really odd effects on my normal maps of late in Designer. I'm plugging in height maps generated in designer into the height > normal node and getting some very bitty quantising type effects going on. Any thoughts? have I done something odd in the settings?