Hi, I am quite new to texturing and I am trying to bake a normal map of a high poly tree object into a Low Poly version as I would like to use it in Unity. But for some reason I get strange artefacts along the edges of the low poly version when i bake the map and apply it. here is an example of the problem that happens all…
Hi, I got some issues with the normal baking. I have already read all the wikis and tutorials that has been shared here, on Polycount but couldn't find any relevant. https://www.dropbox.com/s/6orflzkp1a21ho6/Screenshot%202014-04-24%2017.12.03.png So as you can see on the picture it doesn't want to grab the outer sides of…
Have you attempted just doing a tangent space in xnormal? You may also have to look at the settings for your normal map in toolbag, make sure they're default and srgb isn't turned on.
Having this issue; I don't know what might be causing this. I am getting a texture streaming pool warning whenever I open the project so I increase it in the output log command. Would this have any reason why the roughness, metallic and normal slot are greyed out?
Hello everyone, I am getting these strange artifacts on my model inside of MT3. These artifacts are not present in Substance Painter, or in the Normal map itself. I have included some images with this post to show you. There is a baking issues that runs in the center of the object (and I already know about this, and am…
I can’t seem to get mirrored UVs to work 100% with tangent normal maps. I’ve tried offsetting the mirrored part outside of the 0-1 UV space. I’ve tried different tangent spaces in Marmoset and hitting the fix mirrored UVs button in Marmoset and it doesn’t seem to make a difference. There’s always a slight UV seam no matter…
I am looking for some resource where I can understand what these map do and why we use it maps like height map , normal map , ambient occlusion , curvature map I am using. Substance designer for texturing there lots of maps which I can use but until and unless I know what each map do I can't utilize it will really…
If you get offers like that again, always keep in mind if it's better than working a normal minimum wage job in your country and spending your free time to make art you can put on a portfolio.
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
Hey guys. I know theres so many normal mapping threads floating around here and there, Ive looked at so many articles on the technical stuff...Im just now starting to do alot of personal work for porfolio and Im trying to better understand how to get good bakes based on specific pieces of geometry. I have an object where…