@passerby Thanks a lot,..I increased the scale of both the low and high poly mesh to like 100 in xnormal and the error window did not come up.Rendered out my normal and ao maps. @EarthQuake No worries.The renderers work well with the maps now.I just had to reverse the normals on the model.Mental ray does seem to be…
@Obscura sure, take a look: "Sometimes an artist will decide to delete half of a symmetrical model before baking. This is a mistake however because often the vertex normals along the hole will bend towards the hole a bit; there are no faces on the other side to average the normals with. This will create a strong lighting…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
High quality preview is probably most accurate. I guess Mental Ray isn't very good at handling mirrored UVs on normal maps, and XNormal might not display it well because the maps were baked in Maya - I bet if you baked the maps in XNormal it would probably look fine in Xnormal but broken in Maya. Different apps have…
Hi there, first time posting here and i have a question regarding normal maps. Ive just been trying to create a good normal map for an easy cylinder with an extruded ring around it, and the final normal map is a joke. Im using Maya 2018 for the mesh and xnormals for baking It looks really bad, so i thought i should ask…
Hi everyone I have been a lurker here for a long time, and have learned so much from you all. I currently am studying 3D art in Guatemala and our final project is an animated short film. Though I hope to get back into games in the future. Thing is I'm having a weird problem with normal maps. And since no place on the…
A stupid question... have you inverted the green channel of the normal map? I tell you this because if you generated the normal map using xNormal ( which uses an OpenGL coordinate system ) but you wanna preview it in 3dsmax ( which uses Z up ) probably need to generate the normal map in xNormal using a swizzling of…
Hey Polycount, I have been working on a gun for my portfolio and it was going well until the normal map. I exported it out of max with .obj files and rendered out the maps in Xnormal with a cage. When viewed in the Xnormal 3D viewer it looks good(besides some small stuff that is my fault). Now I take it over to marmoset…
Ey Polycount, I've been having a problem with baking fibermesh to a Low-Poly mesh with Xnormal or Maya. I get a really harsh gradient from pink to blue. And it seems the problem is the High-Polys smoothing groups and I can't seem to fix those in Maya by making the edges soft or hard or unlocking them. As you can see in the…