Would it be correct to guess that MMORPG's won't be using normal maps for at least a couple more years? I'm trying to build up an environmental model portfolio to show off to some different mmo developers and was wondering what I should shoot for, I'm kind of aiming for Mythic's Warhammer Online team
I've been following this very interesting thread, but today it's suddenly gone :open_mouth: I'm trying to find it... It used to be here: http://polycount.com/discussion/160770/normals-from-edgeloop-s-script-for-those-lovely-edge-decals Is it only me, or has it been moved, renamed or deleted?
This is with lo and hi poly together (lo in pink): here with the cage: and here is that section in the baked normal map: To me it looks like the protruding low poly is getting baked too. When setting up the projection, I select PICK and select only high poly objects. Any thoughts?
After importing my mesh into UDK to start a scene I noticed I had a distinct line going down the center of my mesh. I presume this is from the overlapping in my UV to save space (although they weren't overlapping when I baked my normal map), but I'm not sure. It looks terrible, and I was hoping someone here could give me…
Baking a object, and I am getting colors that I wasn't expecting. First of all: -Default Scanline Renderer -Gamma/lut is set to 1.0 AND disabled -Exposure control is disabled -Only happens in Max 2013, 2012 and Xnormal give the "usual" normal map colors Map seems to work fine, but it does bother me. So my questions are:…
I was working in the detailing of my asset and noticed that a specific part had a issue in the normal+height map. No matter how i try to paint in that region nothing goes thru that area. In the diffuse map a white stain of some sort appear only in that region. I used a metallic material preset from painter like bronze…
The problem starts in 3Dmax, I have rendered to texture the highpoly model to my lowpoly model, and I get these weird artifacts (Look at the metal, top right) I've been told that they are bugs of using mirror in the UV of the axe: I though my UV was correct at first place, so my questions are anyone knows what is wrong…
So I've been trying to bake normals on this bolt for a while now and at this point I'm completely dumbfounded. I'm pretty sure I'm following the right procedure by setting proper smoothing groups, separing them on the UVs and using a cage but whenever I bake I get something like this, so something is clearly wrong in here.…
Trying to bake multiple objects at the same time might be the problem - try baking one at a time. Overlapping UVs might be the problem here. If you just need to repeat the normals over and over, bake the original object and overlap your UVs after the fact and it should work ok. You can think of the normal map as just…
Hey, I'm getting this weird pattern in my normal map that looks like this: I've tried a few remedies which have all been to no avail. So far I tried: - Triangulating the door. - Setting up new smoothing groups on the door. - Resetting the XForm of the both the LP door and HP door. Hopefully someone here knows of a way to…