It's a terminology mess still existing in different 2d compositing and content creation apps. What they call "geometric surface normals" Blender calls face normals for example . It's mostly irrelevant for baking. Just show you if some faces are flipped . Honestly I am not sure why they need it in 2d compositing . Never…
Hello ! Following my topic in Technical Talk, I did my first steps with normal maps. I first modeled the low poly version of a chess piece : the Knight. And then I imported it in ZBrush for my first real sculpt. However I did some mistakes so I was obligated to remade it... I tried to use ZMapper but the result is strange,…
Whos managed to bake a normal map from anything with synced up tangents and how? Closest I got was blender > fbx > xnormal but it still wasn't right and now I cant get xnormal to load fbx :poly127:
We've just released a new normal and specular map generator for windows. Mr Normal creates maps from diffuse textures, functions and normal map painting to produce unique assets for your projects. As most of the artists on the forum will tell you normal maps can be created by hand in photoshop, or generated from a detailed…
Hi everyone! I'm a long time lurker, first time poster and am very new to normal maps, etc. I've only been modeling for a year or two now, and I am hoping someone has some advice for this issue I'm having. I modeled this pistol from the show Firefly and was trying to adapt it for use in a game engine. So I retopologized…
So can anyone tell me if they recognize this problem? I'm using marmoset and rendering normals out of xnormal. I didn't get this glitch when I loaded the file into xnormal or max. thanks.
i have always rendered at 2x for all my projects(personal+pro) as far as i can remember. if i need a 2k normal i render @ 4k in xnormal and resize in photoshop. xnormal highest AA is 4x and resizing from 2x images gives better result than 4x AA and looks like what 8x\16x AA would be. never need to renormalize even for hard…
Hi Polycount, Using XNormal to bake a Normal map, but I'm getting some horrifying smoothing errors and I don't know what's causing them. - My cage on the low poly mesh looks fine. Everything should be triangulated correctly. - UVs look fine to me. - Normals look fine on the High and Low poly. - Test bakes in 3DS Max look…
I guess it's yet another one of those noob normal map threads, but I've read through most of them and can't seem to get mine solved. So excuse me if the cause will turn out to be too trivial. This is what I see in the UE4 viewport, you can also tell the light direction from the directional light actor: : This is the…