You should use TANGENT space normal map on the Substance Designer. You can convert your object space normal map with handplane or xNormal, to get a tangent space normal map.
I am working on a project using MODO and its a really nice software to work with, everything was OK(almost everything) until I got this bad normal map result running Xnormal The first image is my HighPoly. I am pretty confident that there is no problem about meshes positions, my smoothing groups are correct(at least the…
1.What settings did you use? Did you use cage? If not, do. You are always gonna get shading seams if you use normal mapping to represent smooth edges. If you want to use your model in any engine, test the normal map in the engine not in Maya viewport. BTW These are both baked in Xnormal the one one the left has hard edges…
You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
A cage is basically your lowpoly expanded so it covers the highpoly and sets a "limit" for when you're baking the textures. Are you using xNormal to bake? You can create a cage by launching its 3D Viewer and doing a global extrusion. Alternatively, I do it using Maya, selecting all of the verts on the lowpoly mesh, setting…
Anyone having issues with bent normals lately ? every time I try to bake bent normals I get the exact same result as normals, and given the mesh I'm feeding xnormal with it should definitely be different. Some settings not working or is it completely broken ?
Hi everyone, I just want to say thanks in advance for your time. I've been attempting to model a high poly to low poly gun lately, and about halfway through the project I decided to practice normal map baking, just to make sure I understood it. When I tried, I ended with black lines around the 90 degree angles of the of my…
Hey guys I'm having issues with my normal map on two duplicated meshes. picture one shows the correct normal map but as soon as I duplicates special for the opposite side I get the result in picture two i know the notrmals are facing the right way the just look inverted im lost on what to do. 1 2
Perna has a point, it's -useless- to compare these techniques in Max or Maya, how many games do you guys know that are rendered in these software packages? Even if they're using the same .cg shaders as the engine the content is getting treated differently. Any time you bring a mesh into an engine the tangents and…
Hey! I'm not really sure if I am right here but..I have a problem with normal mapping.. I'm learning Zbrush and Maya for fun at the moment... So here's my problem: I made this dagger in Maya + Zbrush: http://shyralon.deviantart.com/gallery/#/d4pwl6x Then I used decimation master to make a lowpoly model from it, uv mapped…