This may or may not have been answered before I am not sure because I have only recently come across this problem. I open a diffuse texture and create a photo normal using a pre-set. The starting diffuse is in black and white and I adjust some of the parameters. I try and preview it inside of 3Do and..... nothing? Tried…
Hey guys i am busy baking the Normals for this object but i get this issue when i bake it: Low Poly (Texture Map is at 8K) And here is the High Poly model: Is there a way to sort this? there is an identical screw on the other side of the model and it baked PERFECTLY just this side wont come out right, and i cant mirror it…
Hi guys,as you can see in the image below I got an head unwrapped but with a seam on the chin & the seam is extremely visible on the normal map (check the rough bake,last image). I have attempt the bake with a single smoothing group & with 1 smoothing group for each uvshell,but the resoult is always a visible seam,so my…
Hey this has probably been answered somewhere but I couldn't find it. I'm working in UDK more extensively and I have models that have their UV's split right down the middle. I flip the UV's and stack them. When I import it into UDK I get a nasty seam from the normals where the two mirrored sides meet. I heard there is a…
HI , Polycount i'd like to share my technique that i used to get nice normal map with clean details hope it helps you. You can find more in my ArtStation ArtStation Link : https://www.artstation.com/artwork/9e5kON
You need to render with Mental Ray instead of the software renderer. Make sure that the shader node is set to use tangent space normals instead of using it as a bump map, it'll render as a bump map by default unless you switch it to use normal mapping.
Hello. Why do I get such awful seams in Painter with Normals Map from Toolbag? In Toolbag seams are almost absolutely invisible! Y channel is flipped for Painter.
1: of all the tutorials and things I learn from, I see people baking AO, baking nomals, but never do I see them slapping on tiled textures intuitively and then baking out a basic diffuse... why not? Seems so much smarter and faster to me than just painting under an AO or pasting textures there... why not bake the whole…