Is it possible to use the mia round corners shader in conjunction with a normal map. This would be for a render in mental ray in Maya nothing game or baking specific.
Done by vectorizing a normalmap (not by me, just taken for test purposes) with vectormagic on level low. Anyone else messed with normal-maps (post rendering them in Xnormal etc) to get a certain artistic effect? Any cool technique to share?
I simply don't think this is right. I followed all the steps in a tutorial but it's still not working. Also, I guess you're supposed to be able to simply see your normal map in the viewport, how do I set this up?
Hi I apply this normal map: After Ddo makes a new project out of it this is the result: I tried moving files to other folder, restarting Ddo, different map setup and always I get this result? How to repair that?
I am trying to create a Borderlands game-ready character, and I decided to use normal maps to preserve details from my high-poly model. It worked good, except for one thing: these strange curved lines. I Don't know the cause of them. I made them with Zbrush...you can see those lines in the red rectangle in the second…
Hi, polycounters! I have created a normal map in Zbrush from my sculpt on a simple plane. It is perfectly tilable. The problem is - when i export it it seems to cut off one pixel on each side of the map. so I have to always fix this manually in photoshop, which takes time. I have heard that there is some plug-in that…
As you can see I've got some very noticeable seams in my normal map. I modeled the object, unwrapped, used symmetry, then moved the mirrored half over 1 unit in UV space and I still have seams. What I don't get is that I did the same exact thing on another piece and there are no seams at all. BTW using Max 2008 with DX…
well this is my first try at a normal map, but i think i screwed up somehow can you guys tell me what i did wrong, and what you think about how it looks:
Hi guys, Does anyone here know what is causing this artifact to appear after I mirror and weld? Whats weird is that the artifact appears not at the middle seam line but at the side. I'm really very puzzled by this and hopefully you guys are able to help. Have tried the following: -using symmetry and not mirroring -fixing…