Oh no! I'm sorry :( I've been beating my head against the wall with this for days now... my work completely halted. My main question now - what the hell happened? I was working with marmoset for years now and all was fine. But now, suddenly, all is far from fine. I don't want to go back to xNormal. As good as it is for a…
In the marmoset view there appears to be hard edges, you can see it all over the dials and curved surfaces obviously, I expect that the nomral map will be borked on that model shown in Maya as well. I think the low poly in substance you are using to bake is a smoothed and face weighted normals maya would give you, but you…
Hello, I meet a problem that I'm unable to solve. I'm making simple beam and using some bevels on the edge to soften a bit the geometry. When I'm trying to tweak the normals to fix the shading, some are correctly done like I want and some other don't. They seems to have no reasons to behave like this. My current workflow…
Hi everyone, Thanks for all the feedback so far! I'm currently working on integrating some new feature requests based on what I've been hearing. New Documentation Examples Xoliul made a good point that the documentation was missing standard workflow examples, which made things a bit clunky to pick up. I completely agree,…
Anyhow, I was doing some exporting for Unity and the map came out reversed. Snormals, Tangent and exporting for the green channel for my normal's setting. High Poly Low Poly Normal And this Shit Show.
I have this very simple mesh with a floating geo I don't know why the normal map bake is warped, it's just a flat surface. I can't really make it more flat lol I can turn off the average normals, but imo I shouldn't have to when the normal is just 1 front facing polygon face. And turning off average normals ruins the rest…
This: http://www.zbrushcentral.com/showthread.php?193261-skin-shader-realtime-render-tips Seems like he is baking AO straight for the low poly with previously baked normal map as an addition for the baking. Without the highpoly. I tried this, but mental ray doesn't show my baked normals right. I tried inverting red and/or…
Hello, I did a basic model of a coin in Maya, then added some details in Zbrush to test my normal map creation knowledge. When I baked the normal map in Substance painter it didn't come out quite correct. Some details are there but not all of them. Then I baked the normal map in Xnormal and it turned out as expected. I…
hi there right to the problem : i was trying to bake my normal and ran into some troubles. here´s what it looks like 1. highpoly with supportedges 2. "lowpoly" (not really the low poly, more the base i was going to reduce) 3. normal bake with xnormal, standard settings (i didnt bother to post all the 200000 failbakes i…
if the left and right arms have the same UVs and you're baking ur normal map all at the same time it'll project one on top of the other and you'll get a total mess, if you want mirroring and ur highpoly geo is the same you will have to offest one arm's UVs to either be outside the 1x1 UV square or just scale it down in a…