In substance painter I am having an issue baking my normal/AO etc maps. Here is my model and UVs. I duplicated a lot of parts after unwrapping them, but that has never caused an issue with previous models. And here is my Highpoly: And this is the result after baking. I have tried multiple ways of exporting the model. All…
Lookin' for some crits on these 2 monsters I worked on in Modo + Zbrush (w/ zmapper to generate the normal maps.) Neither of them have a texture because I'm terrible at painting them! Maybe I'll give it a go on one of these guys when I feel up to it. Both are based off designs from the HL mod natural selection. Skulk ~…
Anybody ever tried to create a tangent-space normal map for clouds? I'm wondering if Afterburn (volume particle plugin for Max) could be lit properly by directional lights, so it could be rendered into a normalmap? I don't have it here to test. I was thinking of using this old trick for lighting the scene, so the front…
hmm....Im curious about their target audience. most people that want to create normal maps have a computer and most likely a bunch of programs on it that does a better job then any app out there can ever create. and the people that dont, why would they need a normal map in the first place?
Maybe I'm missing something but does anyone know of a way to bake procedural bumps into a normals map using the projection technique? I thought it might be a nice way to add some additional flavor.
So i am new here and didnt really know where to post so maybe you guys can give me some tips or corners of this forum where i can get some help. i have some nasty normal problems and i dont know what do to. i tryed changing topo but the problem seems to remain. Anyone has an idea what is going on here ?
Hi, This may be a very basic question... Since it is a lot easier to break down normal map baking into separate pieces, and assemble them later - is there an easy way of taking lots of TGA files with alpha and assembling them into one file? Kaldera has a bitmap composer which does this, but I wondered if there's another…
I seem to be having some trouble with the bump maps I get from Mudbox. Whenever I put them into 3ds max (version 6) it always shows just a few striations in the mesh, but no actual features from the high-poly model. Any help is appreciated. EDIT: I have the normal maps working now, but there are a lot of dark spots or dark…
Hey, I have a nasty normal map problem. I tried everything I know and I failed... Maybe you can help? Everything is on one SG. As you can see I have a pretty bad seam. There is UV seam but on model it pop up only in that curvy part. I checked binormals and they are fkd up in that place but I have no idea how to fix it.