@JordanN he was asking specifically about when to bake a normal map from a high poly model vs using tiling textures, not "should i use a normal map", it seems like he has a solid grasp on what a normal map is already.
Toolbag v4.06 (4064) Win10 laptop Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz 2.30 GHz Ram: 8.00 GB 64-bit operating system, x64-based processor Hi! Trying to paint opaque albedo over a toolbag material. Placing the paint layer under the material layer knox out the paint layer and when the material layer mode is multiply…
If they are hard edges, you should check the offending edges on your model to make sure they are smooth. For baking normal maps, everything on the inside of your UV shell should be [Maya: Softened, Max: one smoothing group] in most cases. If there are strong gradients along those triangles baked into your normal map, try…
tinypic.com, upload the images there and then copy the direct link for use in here. Also, like someone else said, its most likely your UVs. Are you familiar with how UVs work? Furthermore I would recommend using xNormal for generating normal maps. Its free! Advised workflow (mesh--> sculpt --> export ---> Low Poly UV'ed…
Exporting normal maps for opengles engine and for Unity I've ran into a problem. Here's how they look in Max. They behave as expected. And by eye the map looks perfect But in opengl and Unity the surfaces looked like they were shot at, ugly and full of holes. In this test case, you can even see some non existent parallel…
Hi, I'm trying to do normal mapping for this simple mesh I have but I couldn't figure this one out. I got the edges right with a cage in xNormal but a few surfaces show these gray boxes. I've searched everywhere and I couldn't find anyone who had this issue. Maybe I'm not searching it right. I've been searching with gray…
Hi ! :) I'm trying to make an ocean shader based on this GPU Gems article (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch01.html ) and this YouTube tutorial(https://www.youtube.com/watch?v=_y7Z0MbGOMw), with Unity's Amplify Shader editor. Here's my graph : And the Gerstner Wave Shader Function is a bit messy : But…
Thanks @TTools. Honestly I was trying to save time while I was working on an art test, but there didn't seem to be a quick fix in Maya and I didn't want to change the whole project in Substance, so I just copied all my normal maps, flipped the green channel and saved a duplicate with "_OpenGL". It's my fault for not asking…
Hi everyone, I'm currently in the processing of learning Mudbox for sculpting details and texturing of a building, however I am having trouble exporting a clean normal or displacement map On a test I tried out with a simple cube and everything worked as it should: However when I UVed and imported one of my building mesh,…
Hey, do your normal maps bake out with very slight noise? I baked to a .TGA (I checked in photoshop, it's mode is 8-bits per pixel) on the highest quality Hammersley MS and Mitchell-Natreveli AA and it's a bit noisy. Here is a close up with the normal map displayed in qaulity 3-point shader with just a reflection cube map…