Hey guys, I put an entire UV unwrap in 1 map of a dinosaur (1024 x 1024) . I was thinking of putting the unwrap in 2 seperate maps where 1 map would be the entire head, and its horns and the other map with just the body, and legs. While doing zbrush, I was wondering if the Normal would be better distributed in 2 maps than…
Hello. I'm having an issue where my normal map file isn't updating when I make cage adjustments with Max Offset and Paint Offset. I haven't been using Toolbag for very long so I may be missing something obvious but I haven't been able to find much online to solve the problem. The preview window will show my adjustments…
A normal map can only do so much. Especially if that surface is just a couple of triangles. You definitely would want to add more geometry and have some geometry depth, rather than relying on a normal map to create that depth you're looking for. You could also look into displacement/tesselation, which you can easily…
I have a problem with specular lights breaking up at a mirrored UV seam in UE4. Is it possible to fix this without having to use/bake normal maps?? I have tried to both off set and mirror the UV shell but with no luck...
i've solve the problem just right now. It was the cage and the wrong edge edge padding. but i've to do it all AGAIN. jUST THANKS ANYWAY.. i'm very proud of my over 10 hours working on this problem. I can'tbelieve that. the smallest mistakes can give me so many problems.. but i'm very lucky. obscura you say right , my…
I am struggling with an issue when exporting to substance painter. whenever I export my model into substance and bake it, all the world space normals have discontinued UV seams, this means triplanar projection and smart materials all have seams as well.I have been trying various methods to find out how to get around this…
Hey guys, so now that the arenanet art test is over I decided to go back and practise my normal baking and hard surface modeling. So this time I give you my current WIP of the high poly model... its got some issues here and there that need tweaking but its getting pretty close to done. Let me know if you see anything that…
Hey yall! I recently got a chance to sculpt in ZBrush so I'm currently exporting models from Maya to later on sculpt them in ZBrush. On the left is the model in Maya with a wireframe and on the right is the subdivided model in ZBrush with around 3.3 million points. Why are the normals so horribly hard? I have deliberately…
This method should work for both GIMP and Photoshop: Take your normal maps into photoshop and duplicate the layer. Then go to adjustments and select the levels option. On your duplicated layer, turn down the blue channel in the out put bar (white side) down to 127. Once that is done then set the layer to overlay and there…
hi i was making a sword for a simple game me and a friend are making and the maps look really weird be it in photoshop and in 3Ds max here are the maps: Normals Lighting Map Please let me know what is going on. thanks in advance