I am new to environment art and just had an idea for reusing tiling textures for furniture and other environment pieces. Why not generate a unique normal map for the piece of furniture or environment piece, with bevels and chamfers and custom sculpted detail. Then blend the tiling normal map on top of it for detail. This…
My aim is to use a multi-UV workflow to blend between the normals of unique sculpted bake of large assets which would be in one UV channel and a tiling texture in the other while blending them together. What is the best technique to achieve this
I came across this technique here: http://www.polycount.com/forum/showthread.php?t=131819 While the installer works fine for normal maps in PS. Is there a way to get it accurately using the material editor nodes in 3dsmax? I currently use the overlay method in the material editor using the composite map to layer the normal…
Question from a newbie Should i build an highpoly model first or should i start with a lowpoly and then refine everything and convert to a normal map ? im asking because im stuck at just thinking about it and i cant really makeup my mind around creating a N.M I think i got the normal map virgin syndrome, can someone point…
It's been a while since I baked a normal map in Max, so I'm not sure what's going on here. I'm baking just a normal map from a highpoly and my output file looks like it has a noise filter applied. Anyone know how to get rid of that? It also shows up in my diffuse base. I'm only going off of memory for the settings in…
I think the problem could be laying within your normal map itself, and not the engine. If there is a 90 degree angle on any portion of your high poly, trying to put that information into your normal map is not going to transfer. Try beveling the edges on your high poly where that part of the cabinet you want detail to pop…
Hi there, I have a problem with my normal map and a additional light (should be rimlight). My normal map looks like that: When I add a second (first is the default skylight) rim light I get this: If I add the diffuse and spec/gloss maps the gun looks like that: I guess it has someting to do with my specular sharpness I do…
Hi, I want to know which one is better . P1 : for baking normal map ,the select part is it ok to share ? or better leave it ? is it gonna cause some problems when baking ? and when exactly decide to share uv, when dealing with baking normal ? -- P2 : in this image which one will give you better result A or B ? and is there…
If you take a look at the example in the link, you can see that there are shader ways of doing this. Vertex normals and/or normal of the trim texture can be used to know about edges. Not sure if you have seen this one yet: https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques You could also do…
I still have the same problem with the seams but now I have a new one. When I bake the normal map as a TGA I get a very noisy normal map, like this: When I bake in PNG, TIFF, BMP or JPEG I get this kind of scattered normal map: I have tried a lot of different settings and none of them seems to do much difference...two…