if the left and right arms have the same UVs and you're baking ur normal map all at the same time it'll project one on top of the other and you'll get a total mess, if you want mirroring and ur highpoly geo is the same you will have to offest one arm's UVs to either be outside the 1x1 UV square or just scale it down in a…
@MyMomHatesGames xNormal bakes will never be correct in Maya as it uses a different tangent basis to xNormal. You need to set Toolbag to Mikktspace under Tangent Space for all maps baked from xNormal and also check the Object space checkbox when using Object space maps or they will never render correctly (unchecked for…
Hey guys,i have problems baking textures in maya 2016 and zbrush 4r7 my first problem is that i want to bake my matcap of zbrush in a texture, i imported my low mesh (only) after the retopo and uvs and make the displacement map in zbrush, then i put the displacement and the difusse in a 3d plane and this was the result the…
I have a model and whenever I lock or unlock the normals it changes them. This is an unwanted result. I need to lock them so that I can make edits to the mesh without breaking the normal map baked onto it. I need to move each vertex along it's normal to make the model 'fatter'.. when I do this, my seamless normal mapped…
I'm having some troubles with getting nice looking normals around the collar of a pretty simple character I have. I've been through several different iterations of the topology in this area none yielding satisfactory results. I don't have images of the bad results but (deleted the useless normal maps) but I do have images…
Hey folks new here on the forums, I just came across a problem when baking out the normals in Xnormal for my ammo crate , the normal map has a curved like surface after i baked it when my object has'nt got smoothing groups of curved edges any suggestions why this is happening.... Heres Screens
I've spent close to a couple months working on this portfolio piece: http://www.polycount.com/forum/showthread.php?t=132206 My first big question is about the "red errors" I'm getting on the mirrored islands. It seems like the parts around the bottom right that I welded together (so I could paint both sides) didn't bake…
Thanks for the reply man! At first I said that about xnormal because my HP made it crash. I decimated the HP as you said though, and it worked just fine! After I've done that though, I tried to bake the normal again in mudbox but with a 8k resolution (4k failed too before)... I never tried baking at a resolution as high as…
Hi I signed up for this forum because I can´t find an answer to my problem. I struggle with baking correct normal maps for a low poly mesh which will be imported into the game MX Simulator. The first two attached files are the low poly mesh in the 3ds max viewport. You can also see the wireframe and invisible edges. Now I…
Hi all. I have a problem with this normal map. I tried to invert Y channel, change smoothing groups, rebake with average normals with xnormal... I don't know why it turns out the same. I'll post the unwrap so you can see if there's a problem there maybe... Thanks