so i hope the image can explain everything but ill try here anyway. Im trying to bake this high poly piece down to a cylinder. with the cylinder by itself, it renders fine. or fine enough for what i want out of it. now here's my issue, when i start adding in the rest of the segments, the normals of the object change and i…
Is there some reason people aren't using anything that can take the normal map and generate an AO from that? or am i missing something? if you need a free AO baker XNormal is still useful for this even in the tools section or options section (i forget) the heightmap section if it doesn't have an AO option the Height one…
Hello. I have a problem with newest version of Substance (2.5). I cannot bake my mesh properly. All of my bakes looks like without ticked option "Average Normals". I cannot get to work max frontal and rear distance. How Can I fix this ? Right now I cannot bake anything :( Thanks and Cheers !
Hello, I have an issue with creating tiling normal maps in Crazybump. When I run the filter, it creates a border around the tiled area, ruining the tile with a hard line each time it repeats in 3D. Has anyone had this issue and do you have any ideas of workarounds? I've attached a screengrab of what is going on here.
Hi, I do modules walls etc... and I found that when I do mirror UV, it show seams in Unreal engine 4 but in my softimage the normals is OK , so what the problem ? I read old topics talking about green channels invert many things confuse me. so what the process for this issue :\
Hi, When Unwrapping UV's sometimes its good to share similar areas of the model with same UV space. Bearing this in mind, can I get away with this for creating AO and Normal Maps, or do I have to unwrap the model and designate it's elements to their own unique UV space? Could Anyone clarify this for me? Thanks a bunch!…
Usually I make the lowpoly mesh to however I want it to be, then add loops and whatnot to it so that I can turn on SubDs for smoothing. This is giving me some errors that prevents me from baking though, but I don't know why, so... how do you generate your high poly meshes for normal mapping?
nvidia melody + fb objs = suck what's going on, and no i have no flipped normals, everything looks aight. exporting from blender to obj imported into melody. i'm really trying melody because d3/q4's rnederbump can't even fucking recognize the material in the .ase file. just gives me _emptyname instead and fails.
This is the first time I've tried to extract a normal map, and while the hipoly and lowpoly meshes look okay to me, the result's got some ugly seams all over it: Any idea how to fix this? I'd just do it in Photoshop, but it's pretty nasty in places: