Hi Polycount 3D modelling experts, I am working on some props which require a normal map to go with diffuse textures. They don't need to exhibit much detail though, and are mostly just there to help bake a better diffuse texture and to make the final model look somewhat smoother. What I am looking for is a very easy, fast…
Hi I just started to learn 3D modeling and texture baking. I've tried to bake normal map for simple objects like sword or an axe. But I always got an artifacts. So I've decided to try this process on much simpler material. Here is classic cube low polly: I've used texture atlas to unwrap it manually. Then I've created…
I have a question about baking from Hi to Low. When you split your UV maps at the 90 degree edges, how far do you usually space them out from one another to avoid getting those weird baking errors?
Anyways, you not must use a cubemap or such thing. There are some fairly simple methods to render out to domes. https://juarez3d.files.wordpress.com/2011/06/tutorial_animated_skydome_v1-3.pdf You can even make it animated relatively simply...But if you don't want that, then you can use the baked/composited image. This can…
EDIT: It seems that PureRef and Kuadro both do the job that refBoard Maker was going to do and they are integrated into the program. I'd say go check them out for a better solution (played with pureRef yesterday and it is more full featured than refBoard as well) Heyo! So started working on a little tool to grab all the…
Hi guys, been following one of Philip K's tutorials for some practice and ran into an issue. After creating a low poly mesh and subdividing them using the "3" key. (Just starting out HP modelling and never used them before so don't know the technical name for it). When I transfer the maps, its still using the low poly mesh…
Hey everyone, after desperately googling consecutively for 2 weeks I still can't seem to fix my baking errors within xNormal with various meshes I start off with modelling a LP, then do the UVs, duplicate the LP and add screws for details, combine the screws to the LP duplicate --> HP. I tried creating cages within xNormal…
Hello Everyone, I'm actually in front of a problem, when i baked a normal map in Substance Painter 2 i got this : It's pretty good :) , but when i make a render in SP or when i export the normal map in unity i got this : Some square artefacts appear but i don't know from where. When i reduce the quality of the normal map…
Hi everyone, i am new to this forum even though i have been in and out of topic in here through google search for quite a time, i dont know why it took me so long to register after all (i assume desperation); well anyways i'm here; so hello :smile: I want to cut short and be on point as much as i can. My problem is that: i…
Converting an OSNM from 3DSMAX to Tangent in XNormal gives strange results. I tried inverting Green Channel and even Red Channel. I Swapped Green for Blue, Red for Blue, Green for Red, but nothing works. Can anyone bake an OSNM in 3dsmax and convert it successfully to Tangent space in XNormal? I really want to use 3dsmax…