I've got a question about normal maps... remember reading somewhere that normal maps baked in xnormal for UDk have some kind of special setting... but I can't remember it...
I wouldn't go so far as to say Xnormal is synced to UDK- UDK just added the option to import both tangents and normals. The only thing that is actually being done the same on both ends is probably the interpolation of the tangents and would guess that is coincidence. That workflow also only works for static meshes which…
Few month ago I've faced a strange problem. When I create polygon geometry in Maya and export it to Max (OBJ or FBX) the hidden edges of the polygons become turned! It's making me mad - e.g. I simply can't export lowpoly to OBJ, bake normal in Xnormal and load it in Maya - the result will look incorrectly. While exporting…
I've been trying to bake base textures for my hair cards, I did all the hair stuff in blender and the exported the high poly hair as an obj, same goes for the cage and low poly planes, I left the render process all night because I thought this was an expensive task but the progress bar from the preview tab didn't even move…
@Skytthen Thanks for that looks good imo closely reassembles the concept, also I've only recently decided to explore midpoly workflows in an attempt to somewhat streamline my HS content creation, using custom normals in turn learning to mitigate shading / faceting errors, non destructively.
I have been having a little trouble in terms of baking the normals for the rocks. I initially want to get down the workflow that I am going to be using for this project, and so far it hasn't been smooth sailing, but I really want to finish this. I managed to bake my normals in MODO 'from object to texture', after doing…
Thanks, Iv attached a screenshot of it in the forest scene. Does look better. Am I creating normals the correct way? I do it via Photoshop - xNormal Filter - Height 2 Normal?
// current status: // Forearm in Unity Web player >> Hi I decided to learn some modelling for games and found this great forum. Lot of information about essential things that I have never heard (like normal maps) Here is my concept, I did it about 2 years a go (for flash game that I will never Finnish). This is where I'm…
For step 12, you have to bake your Diffuse (which includes the Alpha Channel) and Normal maps in order to use them as a base for your hair texture, that you will then apply to the planes. You can use Xnormals for that but personally, after having tried out in Zbrush and other programs, I'm more content with the workflow to…
Okay, so NormalThief is great for changing the normals on our foliage to make trees look more natural. I see that SpeedTree "welds" their branches to the trunks of their trees by making the normals at the base of the branch match up with the normals of the face they're intersecting. I figured I'd give this a shot! Here's…