Hi there I tried using DDO for texturing a rock i sculpted in mudbox, but when i import the lowpoly version and its normals into DDO i end up getting all sorts of seams in the previewer, and it does not seem like the effects are applying either. Im fairly sure my normals are just fine, as they work perfectly when imported…
hey guys. i'm getting really close here. i did a test normal map on this guy. normals came out fine for a test...no seams YAY!!! however, i get this weird artifact when i render. it's rendering the portions of the model i brought in peice by peice from zbrush to bake the nomals....really weird. anybody have this happen…
My normal map renders entirely yellowish. The normals themself are fine but the color is weird. i know it's suppose to be that blueish color. max settings are on default. why does this happen?
ok sorry, uh long story short just basically the same way you can bake ambient occlusion maps from max via mental ray render to texture I heard you can do the same with xnormal and I wanted to bake my normal maps + ambient maps via xnormal and I just didnt know the process to do this (Johny I think we talked about this…
Hey guys, I've a qucik question about this model here: http://www.behance.net/gallery/Middle-Eastern-Hut/2297086 I know the details have been sculpted in Mudbox, but how has that much detail been added to the brickwork normal? Is it a really clever use of generating displacement maps from the diffuse, then baking normals?…
Hello. I am working on a dota 2 weapon and have been experimenting with overlapping uvs to save space. Problem I seem to be having is the normals are conflicting with each other...instead of just a even mirror. Like they are pushing opposite of each other. I tried another bake with the uv not stacked and it came out…
3ds can have a tendency to completely screw up normals and not show it in max. Export your obj from Max, reimport into max. add edit normals modifier and see if they are correct. If not make a box, edit poly> attach your obj to it, then delete the box. That should reset the normals.
Not sure if you solved this completely, but are you baking and retaining the same vertex normals when viewing your model? To me it looks like you might have baked with averaged/smoothed vertex normals, then applied this result to your lowpoly which has hardened/flat vertex normals.
Have you read all of the stickied normal map baking posts by EQ? I still kind of suck when it comes to baking so maybe I'm wrong but my guess is it's related to this http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 I think the metallic material is…
Hi, I have tried to bake my coffee maker but you can see the "cut" effect on the gradiant. The normal map is a 16bit TGA file. I have bake with XNormal and Subtance designer but i have the same problem The normal map - if you increase levels you can see the problem.