Hello all! I've created a simple asset with mirror modifier. I wanted to try out if normal map will work... and it does not. My UV look like this I've uwraped half of the body and half of rubber belt. I've set textures in unreal to mirror instead of warp, but it all turn out to look like this Is there any way to make it…
Does anyone know when extracting normal maps in mudbox 2012, if a bump map is applied to the high poly, does it get baked down to the low poly as well?
Hi, this is my first post here. I know its a simple questions but I couldnt find an answer. After trying yesterday all night I am finally asking here. Why does my Normal Map come out this funky? I made a really basic box with some wood planks. I sliced several times into the box as well as the planks in order to get a nice…
A rather general question with a few answers I've experimented with, but what is the best way in your opinion to handle complex stacks when baking out normal maps? I notice a lot of the time, instead of just tackling the problem, unique UVs are created instead. But when it comes to creating environment models, for…
Hi everyone, I'm currently testing out Handplane 3D 1.6 as a normal map translator. My stuff is baked in Xnormal and the normal maps are used in Unity 3D. However, I'd like to be able to see my model with normal map in the 3DS max view port. Here are my results. So far, things baking in max look perfect in max. As…
I'm new to baking normal's and need some direction on how to fix this crap? It's a simple mesh and shouldn't be have this problem. I have already done theses things. 1. Soften all edges for my low poly, Didn't work. 2. Average all my edges, Didn't work. 3. Added curve added like a guide suggested, Still didn't work. 4.…
hello Polycounters! I recently attempted a simple tutorial on generating normal maps in max... I followed the tut step by step but my final render is this... I assume this is a cage issue but I have adjusted it every which way... ... all yield the same result. I have this feeling that I am missing something very simple.…
Heya guys, Can somebody help me out? I need to make a cube with the same normal map details repeated for every face. I sculpted one face of the cube in Zbrush and stack all the cube faces on top of each other in the Unwrap. I tried baking with Xnormal using a cage but it doesn't work. I can't get any detail to show up, I…
You model the high poly in any way you want(subdivision surfaces, sculpting etc), with any topology that works, with any polycount your hardware can handle. Then you retopologize the high poly model into a low poly model, carefully thinking what elements you have to build geometry for and what can be faked with a normal…