Hey all, feel a bit n00bish for asking this but have been having an issue with normal baking for a little while, using Xnormal. Everything goes ok with the initial bake, the only issue is I have these nasty black lines where the seams are - kinda thinking I'm doing this wrong. Can anyone point out why this might be…
So I have a problem and I can't figure out what's wrong with my models. I have these weird errors on my normal map. Can anybody tell me what am I doing wrong?
I was wondering if there is a way of tiling your baked normal so that any details you paint in will tile along the edges. Or any other way of getting the paint tool to tile across edges for tilable textures. Cheers in advance :)
Anybody can tell me, whether it is possible to correctly using Normal maps rendered in Max RTT (scanline, mental, vray etc.) in Maya without glitches... Smoothing groups, incorrect exporters - where problems? Or its impossible?
Does anyone know any Substance tool, or standlone tool, that allows me to convert a PBR, in either SpecGloss or RoughnessMetallic, to Source's traditional Diffuse/Normal/Spec maps?
This feels like the most basic thing, but I haven't found anything about it or figured out a way to do it in Zbrush. Is there a way to do this? I want to skip the part of bringing in my HP into Maya just for the sake of softening the normals. It slows down my computer pretty bad and it wastes time. Thanks!
I'm having this strange problem with this model, it baked fine and renders fine with the viewport shaders in Max, but when I take it into UDK it flips the normals on one of the polygons. Here's what it looks like in Max: [IMG][/img] And what it looks like in UDK: Anyone have any idea whats going on here?
Dear fiends, I spend lot of time to make a good Bake Normal but it was effortless. I watched tutorials on YouTube, I do exactly the same moves with the guys but something goes wrong. I uploaded the photos of my project and I hope that someone could find what I'm doing wrong.
I'm very new to this process, but I am baking the high poly to the low poly and getting some strange artifacts in the normals. I split the geo to mirror the the two side, but reversing the split only seems to worsen the situation. :poly127:
Hi guys, could do with your help again. Baking normals out from high to low as a bit of practice and keep getting strange marks on the render. The settings are pictured below along with the anomalies. Thank you!