The purpose of high poly is to bake normal map The purpose of nornal map is to have detail without having geometry. High poly does not have normal map Dont bake normal map if you dont have sculpted detail... I see you trying to make normal maps out of everything, you dont need to.
Hello, I am trying to render my hair texture in Arnold and having this weird problem where the normal map from aiUtility shader renders a green normal map. I am following this method https://www.artstation.com/artwork/ZLGNG , and the render looks like below. So I tried putting in another mesh (torus in the middle) to see…
Hey guys, I just baked out a normal map from a high poly object onto a low poly model using XNormal. Suddenly, out of nowhere, XNormal renders this weird line in an area where there are no seams. I tried rebaking the maps from another PC, but the same problem exists. Please help. I uploaded the unwrap template to show…
I'm new to the world of normal mapping. I'm looking at normal maps to fix some really bad mesh normals on a corrective blend shape. I'm using UE4, but this would apply to any game engine, I imagine. Tangent space normals haven't worked out initially, since they don't override the underlying mesh normals. Seems more like 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…
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.
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…