Hello anyone. I had some weird black border artefacts whenever I render low-poly objects with Arnold (3ds Max). The artefacts do not appear in Sketchfab, Substance Painter or Unreal. After some troubleshooting and looking on the internet, the issue seems to be that the normal maps are in "Mikkt" space (baked in Substance…
So this is an issue I'm having on my home computer (max 2012) & my work computer (max 2015)... I've actually always thought my normal map baking pipeline was flawed... there were issues that I could never seem to get rid of. No matter how much I refined cages, refined the model, laid out my UVs, changed smoothing groups,…
hi i was making a sword for a simple game me and a friend are making and the maps look really weird be it in photoshop and in 3Ds max here are the maps: Normals Lighting Map Please let me know what is going on. thanks in advance
Hello community, I have a bit of a problem understanding how a height/displacement map works. I know how to make a bump map/normal map but I don't understand how the other works. So I basically have an image, i bake a normal map or grayscale it for a bump map (setting the correct values) and add them to a material in 3ds…
I make my normal maps using 3D studio max 8's Render to Texture function. So far the normals maps come out good. Any anomalies I fix up in Photoshop. So far everything's been ok. I've been steadily cranking out my work with no problem. Suddenly I ended up with this problem: http://home.comcast.net/~acknar/problem_1.jpg…
LOL I have to update this thread because I understand WHY seams and creases are made. OK First I must define Seams and Creases. Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line. Crease(s): to refer to a place where CONFLICTING…
Hi I signed up for this forum because I can´t find an answer to my problem. I struggle with baking correct normal maps for a low poly mesh which will be imported into the game MX Simulator. The first two attached files are the low poly mesh in the 3ds max viewport. You can also see the wireframe and invisible edges. Now I…
Hi, I've created a normal map from a heightmap using nvidia plugin in Photoshop. But now when I render it in the scanline render of Max it doesn't look good. Those 8 rectangles shouldnt be protruding. I've done it in nvidia plugin with invert Y activated, I think this is the right way to do it for max. Apparently the…
when I apply more than one map to the material sometimes a map shows inverted,like the normal map,in the view but they show normal when I made a render is there is something I havent payed attention? or is this normal since they show fine in the render? but the thing is that this model is supposed to be made for videogame…
Hey guys, been following a while, first post. Learning to use Maya for a school project but coming from 3ds max, I don't really know how to fix my normal map issues. Here are the comparison shots of a box and normal map I made in max and exported to maya: I also went ahead and made my own box tests in Maya to be sure and…