Well, if you look at the side of the dress on the normal map, it appears the arm is being rendered onto the skirt UVs, presumably because the rays are casting through the arm a long way away, and since that's the furthest surface, it's rendering the arm on top of the skirt which looks a bit weird. I think the external cage…
For most game graphics, you composite an AO map on top of existing diffuse in your image software, to add a bit of detail, on top of Spec maps to help define edges and surfaces and the like, or use it as a mask for dirt and grime. I don't know of any engine that uses AO maps as a separate map. Oh, and these are just…
Poop: Did max ever fix the whole hard surface modeling thing, where you need to set up smoothing groups, or use extra geometry for mechanical objects to look good in the viewport, or is there still a huge difference between that and the scanline renderer? It seems UE3 handles that stuff quite well. Is it still shite in the…
yeah, if the highpoly mesh has a base texture on it, and the lowpoly mesh just has some good UV-coords, then somehow the raycaster samples the pixel colour on the highpoly and bakes that down to the lowpoly UVs, with or without the ambient occlusion (could be an option - fullbright, or with AO). kinda like what 3dsmax7/8…
Hey EQ, the bumps in those green areas, you could just invert the red/green channels of the normalmap being overlaid. But that doesn't really solve your problem. You need a way to get world space lighting into Photoshop, AND relative to the original surface directions. Might be a way in Body Paint though, you could project…
hello everybody. I've got some problem, baking normals in Xnormal many many times. Look at the screenshot... There are some waves on the normal map that couses that strange wave errors on the model, especially when u loock closer to a surface + put any glossy material. I've already tried bake in maya too, the result the…
I've increased the contrast of the below image to visualize the difference in quality of the final map normal when saving to a 8 bit format from xnormal vs. converting from a 16 bit format to 8 bit in photoshop. It would be nice if xnormal had a better internal conversion to 8 bit than it does at the moment, as baking to…
Hey people. I hope this issue hasn't been answered a 100 times. I searched this thread and the forum in general but did not find any usefull information to 32 bit normalmaps, which I guess are a large part of my problem. I'm expeirencing some issue with the new toolbag, although I have to admit I have encountered such…
Yes the problem MM is getting is not related to using geometry vs surface normals because it only makes a difference with hard edges as far as I know. Yes this is true you get the exact same. This however is not the same. One thing I should have noted on my ray casting diagram before was that in both cases the normals are…
Big improvement! Thank you. But I'm still getting artifacts: As you can see some parts of the model have what seems like reflections of other parts of the model on them. Same issue I previously had with the occlusion maps. Since it doesn't seem to happen to you, is there something hardware reliant in the algorithm you're…