Hey I cant seem to find any information on this problem. I have noticed it been doing it on different models and this isn't the first time. I bake my models in xNormal but when I use xoulis shader I notice tiny lines such as this. I checked my normal map in Photoshop and although you have to zoom in to see them, the lines…
Hi all! I need some help figuring out what exactly is going on with the baking normal process for this piano I modeled a while ago. For some reason I cannot get the details that I sculpted in Zbrush to bake on to my low poly mesh from my high poly mesh. I only sculpted a little bit to ensure that it would bake correctly,…
Seconding Fabian... What is the function of "compute binormals in pixel shader" in xNormal? I understand that its different from just using mktt space since when baking using an obj mikkt tangent space is guaranteed but using that checkbox produces different results. Fabian to answer your 3rd question though, "Tangent…
Thanks for the suggestions and feedback, much appreciated! @Eric Chadwick @Fabi_G =) The recommendation to check out The Thing (1982) is a great one. That abandoned Norwegian station sequence really captures the kind of atmosphere I’m aiming for with this project, snow and ice slowly reclaiming an interior space. I’ve also…
Yeah, I tried different values of edge padding and the artifacts just grew and shrunk with the values. Good point about looking at the textures on the model - I did this but didn't attach a pic of it. It looked super weird in renders as well. The cage and ray settings have varied soo much since I've tried this over and…
Your first normal map is an object space normal map. Make sure you have your baker set to Tangent Space. As for the second one looking bad in Maya, make sure your model is appropriately Left- or Right-handed (flips how the green channel of your normal map is interpreted) and that the bump2d node of your normal map channel…
I'm posting this because I know there are many people out there who have no idea how to fix this problem, or have been searching tirelessly like I was recently. As far as I know and as far as I've seen and read, I have not seen anyone actually come up with a clear solution for this problem. What's the problem when using…
Whoo, totally understand the questions, these might be a mouthful. \\ Weighing your time put in vs. effect. If you want an absolutely accurate and unique AO bake for each of the mesh elements in your low poly, you're going to have to provide a unique UV space for even the items that COULD be clones since each low poly…
Hellow everyone, My first topic here. It's my first project as amateur too. And i'm not english, so please excuse me my orthography. I made a background for my model in ZBrush and I want to export to Substance Painter. When i export the maps seems that all is good, but when i put in the mesh in Substance, it shows the…
Yes I have tried that method, I inverted in Photoshop, even created a material in UDK and manually inverted with the one minus expressions, and have also baked my normal map with y- in the end I am getting same results. Okay guys, this might be my last post (I promise)depending on if I find a solution in the next 16 hrs or…