I have the basemesh of my pistol in MTB2. I took it into zbrush to soften some edges and exported my normal map. When I applied the map, you can see it looks very ugly. Anybody have some suggestions for me? I'm trying to keep the sharpness of the angles, while softening up some spots, like the handle for instance.
Hi all, What are the correct settings for getting normal maps from ZBrush to Unity3D? I tried to go with just green channel flipped, but my test object just doesn't look right in Unity. Is there something else that needs to be changed before creating the map? here's a screenshot:
I remember a while back someone posting a paper talking about the use of three photos from different angles being used to produce a normal map. It was created for archeologists as a replacement to the expensive depth cameras they would otherwise need to get detailed height map info. Anyone remember this?
I'm having problems getting my normal map to display correctly on my model. First problem is weird lighting on the knees and the second is seams. I have moved the mirrored UVs one unit so they're not overlapping but I still have problems getting it working correctly.
I all, Im currently modeling a M1A socom 16, but before i go any further i would like to know if my edge are too hard for a good normal map done with a projection cage? and by the way that's the front part of the barrel... the muzzle flash reducer. Thx
Hello there what's the best way to bake cylindrical? Whatever I try however I try keep getting terrible normal maps with artifacts on edges, I am having no problem with box/plane shape baking but with cylindricaAny fix?,(I have 15 face)
I always fix this problem, but this time I just can't remember what to do. I get this weird pitting on the edges of my normal map. Should I play with Frontal and Rear Distance? Thank you in advance. UVs are separated on hard edges though
say I add a new rust material to my layer stack, and I want to flip the normal direction of that material, to get more variation - how do I go about doing this?
Hey guys, was wondering whether it's possible to create a function which converts a normal map into an ambient occlusion map? If so, how would I go about doing something like this? Cheers!
Is it possible to display normals in the viewport in 3dsmax, when using multi-tile? I'm only able to make the first texture showing, so I'm probably doing it wrong. Any ideas? Thanks!