Hi everyone, I'm quite new to NDO, I can't find the correct workflow for a simple problem, here it is. While doing a personal library of normal map details/decals to add on more complicated baked normal maps, I baked a hipoly bolt to a simple lowpoly plane using xNormal. I got a simple good tangent space normal map that…
I'm having an issue: When I bake the AO and Normal textures in xNormal my image comes out all distorted. When I rendered out the Normal texture in max everything was rendered fine, with no red marks. I had no UV overlaps either. I've tried exploding, everything I can possible think of. xNormal AO Bake:…
I've recently sculpted in some details in ZBrush and created a high poly insect model. After that, I made a low-poly, optimised mesh and baked the normal maps in xNormal. The problem I'm having is that the normal maps do not reflect properly: in picture A, with a standard material applied, the light reflects dead centre of…
So I'm using xnormal to bake my normal map at 4k with 4x AA sampling in xnormal. The files attacked are how it looks on my object and a version in photoshop with the levels crushed so you can see the banding easier. Why does this happen and how can I avoid it?
Hi,I was baking normals for a sword in Toolbag and low-poly mesh with baked normals have visible edges: Normal map looks good on it's own, I used triangulated mesh, Mikk/xNormal Tangent space. The mesh was made in Blender and exported as .fbx.
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Hey jogshy! I'm using xnormal to bake my diff,ao etc map for the usage in cry engine2. But if I want to use normal maps in ce2 without having seams in the normal map where the uv seams are, I need to use a feature from the 3dsmax RTT. It's called output as normal bump and is a checkbox at the pretty much end of the render…
It really does. Xnormal gives you far more control over the bakes. It lets you pick the tangent basis used for the normal map, it lets you choose how the vertx normals of the lowpoly are handled (including custom normals ), it lets you choose padding values higher than 16, it lets you use multiple meshes for each…
I don't know much about baking normals in Max, but it seems like your mesh is getting cut off. Probably because your search envelope is too small. The reason xNormal is not giving you that issue is because the default search distance is long enough to cover it all. But xNormal is not that good at baking hard surface…