In the older version of dDo, any details added in the height map would be converted to the normal at export. I can't see to do this in the new dDo. It was super helpful for adding things like wood grain after the fact. Anyone else know how to use this, or is it no longer a feature?
I had an idea for a first-person survival horror game that takes place in an 'empty' Victorian city. Seemed like a good enough time to take a crack at normal maps, starting with some cobblestone. I started off doing a bit of sculpting using a Blob/Inflate brush, making sure that each stone had a bit of overhang so it had…
Hello everyone, Was wondering about whether Blizzard uses normal maps in WoW. The textures and surface detail seem completely hand painted, but I can`t really be sure. Thanks!
Both problem and solution is explained here: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Hi guys! currently im working on pistol. I dont know what's wrong with the normal map. There is some weird edges on it. Also, where should I harden or soften edges?
When I work, if I'm going to make use of other maps, I plan ahead and model accordingly. If I'm going to be using spec and normal maps, then I'll use zbrush and give the sculpt a painterly flair to it. Once I have my high poly bakes, then I can create AO and Cavity maps that help set a framework for the diffuse. I've also…
Hi, I am trying out Modo and are having some trouble with the normals direction on the faces/polygons. The problem was found after I opened it in Mari. Is there a way to se these kind of problems in Modo? So I can fix em before export. Fixed it with "Mesh Cleanup" btw.
Hi folks, I have a normal map issue that I don't quite understand. It kinda looks like smoothing groups/uv islands problem, but that should not be the problem here, since every uv island is a separate smoothing group. Perhaps anyone has insight on this?
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…