The title pretty much covers it. I want to create an opaque per-pixel fragment shader that:* Will be rendered after all normal opaque surfaces but before all transparent surfaces * Will have albedo, specular, smoothness, occlusion values and normals fetched from the deferred render targets (for each given pixel) * Will…
I'm having an issue with making normal maps with 1 smoothing group. The 1 smoothing group makes the edges look really great. But it warps alot of things like the screw and the 2 widgets. It obviously looks right when the camera is looking at the edges normal. There are also the issue of the random shading problems that…
Hi guys, I have an issue with my normal map. If you take a look at the spike in the bottom right, it has a pinch point that I don't know why is there...... Somebody can give me a hand? Edit: I found a new Issue in the normal map, in the bottom right of the other spike...... (image here too) The lines I made a bump map and…
Hey I was wondering if anyone knows if and how you can transfer vertex normal data between too objects. I have two meshes that are the same vert count however one is triangulated and one is not. I need to take the vertex normal data from triangulated object and put it on the untriangulated one. I was wondering if anyone…
Hey, a very silly noob question for Max, but is it possible to align the pivot in the direction of the vertex normal?? (pic)... thus allowing vertex's to move in the normal direction rather than on a wonky axis...
Hey guys, I have baked a normal map in Toolbag and all looks great. I bring it into Painter and now I have some black areas in the normal map in the viewer and once the new maps are exported? There are no overlapping meshes at all and I have checked the masks to make sure there's no conflict. The baked map is shown here,…
Hi all, I am kinda overwhelmed and confused by all of the information regarding the following and was hoping someone would help out. I would go so far to say that I would be willing to pay someone to straighten these issues out so I can get on with making some art :poly122: 1.Can I combine two high poly meshes, have them…
So basically what i've done is rendered a normal map from 3ds max and i am using marmoset toolbag to see the results. I'm pretty sure i got the smoothing groups and uving right since the rest of the model looks fine but on the 1 piece on the front there seems to be some weird shadowing and looking at the normal map it…
Hello there! I've made KA-BAR Knife high and low poly variants. After that I textured low poly version and baked normal map in Substance Painter 2. I have chosen to bake normal map for OpenGL. In Blender in Cycles Render engine it works perfectly however in Unity it looks not good. Yes it is triangulated. This is from…
Hey everyone, Last night I started a to make an oil barrel. This morning I rendered it out and it didn't exactly come out as I well thought it would. So before I go any further... I'm going to ask everyone what I can do to make the normal map better. The main problem areas are the ridges going around the center. Here are…