Hi, so ive been looking everywhere and I have yet to find an answer to my question. Is it possible to bake normal maps (or any maps) using Maya's transfer maps if the UVs of an object uses one uv range. (not really sure if uvrange is the correct term for it) So I want to transfer the high surface details from the torus on…
The artifacts I got in the engine got me thinking for a bit and I guessed they came from different triangulation between bake environment (xNormal) and the engine (Unity). Normals are not inverted but gradients look incorrectly directed over the triangles, so I guess it's reasonable to assume. So, I have tried using a…
Hi All This Tanker is currently being developed for http://www.1944d-day.com by Thomas Guillion who is doing the Diffuse and Normal Maps Low Poly Turn Table http://1944d-day.com/images/soldiers/turntables/German-Tanker.mov Finally the head and hands that will be placed on the unit (includes German Haircut...): Head and…
I assume you are exporting the mesh maps, not the actual outputs? Normalmal would be named height + normal or something like that. AO also exists twice and you should just have to plug in the correct one. Just on my phone, so cant check myself. But it sure is possible
Hi! Im new to this forum and 3d in general.Im trying to texture a plane I made in blender using substance painter. Im having real trouble understanding the whole process of baking the maps (the normal map particularly) and I get the weirdest artifacts that I've been trying to fix for the last couple of weeks. I hope…
Hi there, I just found this place yesterday looking for images to help me along the way on my 797 model. And I came across lukepham's 797 project. I came here looking for some advice on what I can do to increase workflow, And Just basic lessons in modeling. Ive watched MANY tutorials, And it boggles my mind how many things…
Hard-surface; Model high poly. Duplicate, subdivide or freeze, pull out loops and touch up mesh to get low poly. Unwrap low. Export both to FBX (you'll have to Geometry > Freeze high poly mesh first).* Bake in xNormal (synced to engine).* Import FBX to game engine.* *If it's a tiling texture, I'll just bake straight up in…
Remember to reset X Form before exporting. Btw, avoid the 3ds2max OBJ exporter that comes with MAX... it does not export well the vertex normals sometimes. Use the ASE or 3DS ones or, even better, the xNormal .SBM exporter ( optionally with a Projection modifier over an Edit Mesh if possible ). Oh, and there is a problem…
Hi guys ! Because video is better than many words here's my problem in video (with some words after :p ): [ame] http://www.youtube.com/watch?v=FqL8eSixlBw[/ame] As you can see, I can't reproduce the behavior of the move component tool with magnet constraint from xsi into maya. First part of the video shows you how I can…
On my normal map I got this wierd trace of my low poly model. You can see it clearly on the bottom right islands (for the tounge) where there is a checker pattern in what is a really high-poly model, and the checker pattern is obviously the low poly model. Ambient map without the odd pattern The tounge model for reference…