Hi, I have a question regarding a model I recently normal mapped. The bake turned out great but after I ran a test render in 3d Max I noticed certain area refuse to lighten up... I tried to add lighting sources but they have no effect. Can anyone help me with this??? I can't find any tutorials that explain what the problem…
AKA - Directional Lightmaps Anyone have any information or techniques on baking radiosity normal maps in external software. A fair few good game engines now have this tech build in and use their own editors and baking systems to get the outputs. I was hoping Modo would have an bake output but not much luck on it and it…
Take a look at this: http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 To summarise: You don't have enough detail in your low poly model.
Does anyone else having problems with render to texture after applying 3point quality normals modifier and colapse to editable poly? I have no idea if this is related to the modifier, but after applying it, some objects become "cursed" and when I render to texture them, the UV is all messed up :poly122:. any clues? thanks.
I've been trying 2.8 release and finding really pleasant compared to previous releases. So I wanted to ask if anybody bakes normal maps right in Blender using round edge shader, decal machine and all that stuff. I remember reading a few years ago that baking in Blender is wonky and not recommended in general.
I stumbled upon this today - a standalone normal map generator for the mac. Works a treat, it's very similar to the Nvidia filter, though it's obviously not embedded into Photoshop, so you lose the nice layering ability tht nvidia gives you. http://episteme.arstechnica.com/eve/forums/a/tpc/f/8300945231/m/726000575831/p/2
I'm trying to bake out some object space normals in max9 atm, and am getting odd artifacts at random places. Ex: This is the first time I've tried baking these sort of maps (always use tangent), so am not really up on all the problems/solutions involved when working with them. Any ideas?
guys, im getting jagged border edges in all of my normals. i tried all kind of AA filters, global SS settings. I know thay i can render double, then down size it, but i wish to know why this is happening. Only those borders are getting jagged, everyelse looks fine.
I can't bake normals in 3dsmax 2016. I don't know if its because I have Windows 10. It use to say "rendering is disabled" every time but now it doesn't even say that and the render texture option doesn't even pop up. Does any know whats going on???
Okay, so I've imported my mesh into unity 3D, but how do I apply all 3 textures to that model? I only see options for Diffuse/Normal or diffuse/ spec only. I've googled and everything -.- it might be something simple but the materials dont allow slots for all 3. Anyone?