So my question is how do i get normals to face both ways in MAYA OR MAX. When i take the object into ZBRUSH it only shows the top faces of the object. Ill greatly appreciate any help.
Hello, Im having an issue where some faces end up being created and are facing the wrong direction. I have to manually try and fix this, is there any way to automatically makes all normals face the correct direction?
Hi, i have my low, high and uvs, but i cant bake properly the normal map. I have tryed several things, but i keep getting these result, any help please? (Some other areas DO look ok)
Trying to get some normal baking done but im getting nothing captured. I have checked the uv so it have space to bake on. It should get some info at least. Have no idea why, im on maya 2011 64 bit.
Hi, i am wondering, for game modelling, in which situation do you use normal map instead of displacement map? If you are working for a client, do you need to ask him what sort of map is needed? thanks
Hi, i would like to apply my normal map painted in substance painter but these jaggy edges happens, why ? i exported from substance with arnold ai standard surface presets and yet i have these results. Maps are baked hi poly to low poly in substance also.
Heya there, I just wanted to say how I solved things up: Baking setup: One gets clearly better results when baking subtool by subtool as opposed to complete lowpoly vs. complete highpoly. In order to do that, you gotta split up both meshes, lowpoly and highpoly. Takes more time, but the result is definitely worth the…
I take it you mean one final Shader? The "Hypershade" is the name of the editor where you work with several shaders, etc. Aaanyway, create an appropriate shader model which has the inputs you'd like, probably a lambert/blinn/phong. Then you wanna map file textures in the appropriate channels of that shader model. One way…