Doesn't it render properly as normals if you connect the normal map file to the camera normal on the material node? I'm getting better results doing that at the moment than I am with the pixero one. (both in viewport rendering by rendering.)
Sry didn't get notifications on this thread and just now remembered. So im guessing in the in the uv map those 4 square islands just above the 4 triangles are the square bits with black lines right? If so then they need to be unwrapped differently i've done a simple test and indeed this can be unwrapped without lines but i…
Hello! First post here so be gentle, but my question/problem has to do with the proper way of baking normal maps. What I'm trying to do in this test bake is bake this high poly cube to a low poly cube. I've followed all the rules that I've found on the subject including the biggest one I can think of, which is to split UV…
I'm currently trying to create my first scene inside Ue4 and unfortunately have run into a complete road block. When I apply a material with a normal map that I baked, artifacts appear next to a hole in the mesh along the some of the polygons edge lines. There is no artifacts that appear on the normal map itself it only…
Hy guys, does anybody how to solve such problem - normals on my baked model always break when I reopen my scene. Only unlock normals command helps but only until next restart. Does any body know workaround ? before scene close: http://prntscr.com/6kax2u after: http://prntscr.com/6kaxiu
Hi there. So i had some issues with vertex normals in CE3 so i wen't on CryDev and asked. Only answer i got was that i'm not supposed to edit vertex normals in a PBR engine because it messes with the fresnel. I'm mainly talking about using it with vegetation. Does anyone have anything to add on this subject? Is it true?
Hey folks, I used a standard shader in Unity and selected a normal map. On the pc it looks pretty good, but when I built for mobile the normal maps are not showing anymore, any idea why is it happening? and what's the solution for it? Thank you in advance :) )
Hello everyone, I'm trying to make a rock material from scratch in substance designer and I'm getting artifacts early on in all my normal maps. I've played around with the intensity, tried blurring it, tried beveling it and every time the normal maps have loads of lines and artifacting? Any ideas? I can post the material…
I am putting this link: https://postimg.org/image/rnxdajizn/ You can see the left one is low poly and I baked normals from high to low but the light reflection looks so dark on baked normals. You can see the difference if you look at the both meshes. I do not know what I am doing wrong. King regards.