hi guys..I'm trying to bake nm in 3ds max...but got some weird kind of lighting error..tried to switch both default 1 and 2 lights but got the same result...I'm using exploded geometry for baking...see the images. please help... :( :(
Really quick update of some blendshape sculpts. The updated metahuman pipeline calls them expressions and there are delta maps in the skin shader for the animated normals. These delta maps are essentially compressed normal maps at low resolution to keep memory small. I have no idea how to use delta maps (I think it's to do…
Does anyone know of a photoshop filter like NVIDIA's or Xnormal for mac? Its been getting really annoying to have to use bootcamp everytime I need to filter a bump map.
Hello. I'm sorry for my english. I will try to do my best. I herd that it is possible to bake normal map to 2 insert parts of lowpoly with minimal seam. I think that guy use xNormal, but i'm not sure. Maybe it's a special workflow of the program? (maybe somehow use an order of baking low polies and "batch protection"…
I'm having some trouble baking the following meshes: As you can see, theres a nasty artifact. No matter how much i futz and mess around with the cage I can't seem to get a decent result. Can anyone give me some pointers?
Hi, i am using mudbox and maya. The details are not appearing as what i wanted. Here's the sculpt in mudbox. Here's the one in maya You can see the indented shape. Here's the uv I hope someone can enlighten me with the problem. much thanks