Hey folks, Just starting on learning CryEngine - Curious how folks are baking out their normal maps etc. I understand the general process of creating normals (from high res geo) - More so curious about CryEngine specific stuff. (This is also in regards to hard surface/mechanical modeling) How or are you using shading…
THE 5, Thank you very much for providing me with the PSD. There was a great deal of funky stuff going on with some of your normal element properties, namely the layer name property string not matching the actual layer properties. I'm not quite sure how this has happened, but I assume it was from an old bug in the early…
Hi! Took a look at the files and at the lowpoly exported from Painter and wrote down some thoughts (some not on issue): I think big part of the issue your describing is that the difference of the curvatures between high and low of the gorget is too great - but the highpoly would be best improved as well (see below). Low…
Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
Hello, I've posted on this forum before and you were extremely helpful. So I come to you again with another problem as such: I have original baked normals from 3ds max, http://puu.sh/1SFfW http://puu.sh/1SFgQ As you can see, they look fine. However when I add text to the normals through Photoshop using the Nvidia Filter,…
I was curious whether max can use object space normal maps (from xnormal) or not. I have some object space normal mapped models I'd love to make some beauty renders of, but unfortunately I have no idea how I'd do that in max, or if it's even possible. Anyone know if it can be done and if the results are good?
Well that normal map isn't a good bake. The gradient will cause issues especially if the tangent space normals are not synced with the baking program and the engine. If you have a 6 sided object you need to have all the edges hard, and each face needs to be a separate UV chunk. Your original bake in xnormal looks like a…
Hello guys. I starting to learn normal mapping for hard surfaces, and decided to start with a simple cube. And yep I'm already having a problem. There's some weird seams all over the edges, and I can't firgue what causes this. All the cube's edges are hard edges(different smoothing group) with their uv's split. I used…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
Many thanks for the pointers @Eric Chadwick Unfortunately, I don't understand what you're asking exactly, so here is the normal map: By 'run a histogram on the original texture', do you mean like so? I must admit, I didn't pay too much mind in what color space the texture itself was being previewed in, as long the shading…