It's very hard to tell what's going on in your screenshot there, but my guess is you need a single Smoothing Group on your low poly mesh over those sections if the UVs are connected. If there is a smoothing group split without a UV split then that will always look bad in a normal map, as the normal map would have to…
So I've been using the Suite for my portfolio work without much issue until I upgraded to Windows 10. After doing so Photoshop wouldn't start - I ended up having to reinstall one of the visual c++ offerings from Microsoft to fix that. This after uninstalling and reinstalling both Photoshop and the suite. Now, both start up…
Hi, This is something I never quite understand: why are there both Alpha stamps and Hard Surface "normal" stamps in SP? Both can be procedural as far as I know, so besides the difference in channel, when would I want to use normal stamps over alpha stamps? Thx!
Hi Blender 3.0 Win10 Just textured my character in TB and trying to get it into Akeytsu from Blender. Finally got the texture included with the fbx but it seems only single nodes are recognised. The normal map needs a bitmap and a normal map node to work. I have looked everywhere and there is some talk of blender render…
UE4 should get the right compression setting out of the box, actually, but you have to make it so that your normal map has "normal" or "normals" at the end of the filename. It didn't work this time for one reason or another.
Ok, so I'm playing around with baking normals in Max 7 (thanks for the tut Poop!) and I noticed that there seems to be a relationship between the position of the perspective camera and how the rays are cast. This led me to some questions. Am I nuts? Does this have something to do with the default lighting scheme? If I set…
Try changing between "surface normals" and "geometry normals" in the advanced settings. One is using all "soft" edges for the search rays and one will use the lowpoly normals, I never remember which :P
So I've been stuck with this really awful normal map error for a while now and I can't figure out what's wrong. I'm using Maya to model, xnormal to bake, and Quixel to texture. I double checked and there's no ngons on anything. I've tried multiple solutions I found here and nothing works. I even remodeled the pieces and it…
You should change it to scene light from default light somehow. Also, on this new pic, the normals looks "broken". Have you tried using reset xform? If it doesn't work then add edit normals modifier, select all normals, press reset, and set up the smoothing gruops again.
Ok, been trying to work on some stuff at home and add higher poly to normal poly workflow into my work.. anyhow.. creating a garbage can lid I'm continuing to have issues. Can anyone show me wtf I'm doing wrong? I've done it several ways and I continue to have major issues with my normal not showing correctly on my…