So I've been experimenting with this and got it to work in xNormal. The only problem is that it doesn't anti-alias the edges of the shape even with anti-aliasing set to 4x. I decided to try it in 3ds Max using what I learned in xNormal. It turns out you can bake a normal map with alpha transparency if you save it as a PNG…
Hi guys. I have a head that is mapped to UV0. I've created an overlay texture mapped to UV1 that is going to be a hair cap that blends with the head's skin material. I created a quick height->normal map from the hair cap diffuse in xnormal and applied it, but when I use this in Unity the normals are wrong and there are big…
I have complety hard problem with normal maps. I ve watched a lot of tutorials and i dont really get it right. I hope someone can help me ;) Normal map from max http://imgur.com/rEi2K1Y&ylpxPgd#0 from x Normal http://imgur.com/rEi2K1Y&ylpxPgd#1 Some of my thoughts and questions I ve unwraped model in max, each uv iland( or…
Unreal Engine 4 has a perfect sync with Mikk since 4.7 for static meshes. Skeletal meshes are close enough for government work. To bake for Unreal Engine 4 since 4.7 here's what you need to do: * go to the MikkTSpace plugin setting in Xnormal by clicking the tacky plug icon in the bottom left * make sure "Compute Binormal…
There are 2 very common mistake when you import normal map to Maya. 1. when you load the texture to MAYA, it will automatically color correct the image to sRGB color space. You need to set color space of the texture to "raw" instead of "sRGB". 2. MAYA uses OpenGL normal map. If you export normal map as DirectX normal map…
Hi! I'm a bit confused by the title which mentions normal map issue due to 'UV-Seams of high res mesh'. If this about transferring highpoly detail to a lowpoly using a normal map, I would think only the lowpolys UVs are relevant? Along what Eric asked, what does the lowpoly look like with just the baked normal map applied…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…
There are a few ways you can do that. Nvidia Normal Map Filter - Its a photoshop filter that changes an image into a normal map. xNormal - This is a standalone app for baking normal maps. It also includes a height to normals filter which is pretty much the same as the nVidia photoshop filter. nDO normal creation toolkit -…
I did check google put I couldn't find a definition. I'm using Xnormal and I want to convert my tangent space normal map into an object spaced normal map. They are asking for an output normal map. What is that?
Just like the title says that's my problem my bakes come whit artifact and i don't know what to do. here are some image of my problem im using blender and xnormal to bake the normal any help?