Hi guys! I've read the normal map thread but i can't really get what is wrong with my model... I've got quite a lot of detail on zbrush, but after exporting the normal maps with xnormal, my mesh gets washed out... i just wanted to know if this kind of problem is the common (since the amount of polygons is significantly…
Hello. I'm working on a character and I want to use several 4k maps for the mesh so there are more details visible. I sculpted a high poly mesh in ZBrush, retopoed it in 3Ds Max and broke the lowpoly into 3 major pieces - body, arm, head. I exported each piece as a separate .obj file and loaded them all into xNormal for…
the real question is why you are using the nvidia filter. If you cant afford a copy of crazybump, there is shadermap and also xnormal has a height to normals tool and photoshop integration to boot. if you want to layer detail I suggest you do it manually instead of using a tool where you have limited adjustability.…
So I created a simple cube in maya with default uvs, then duplicated it and beveled the crap out of it. ive then averaged the normals on both meshes and exported them as objs (also tried with that sMB format). Now if i use maya transfer maps, i get a perfect normal map, works great. But if i use xnormal i get 2 seam lines…
Hi there, as with most people I've struggled with baking normals despite reading as much info on the process as much as possible. Here's my problem: I'm making a set of sliding doors. At first the geometry was very basic and I felt some simple bevels would make it a little more interesting. I made a high and low poly…
hello guys. for the last three weeks im suffering with 3ds max baking my normal maps with problems. the funny thing is that i even tried xnormal but im still getting the same results. so basically i get flat normal to the center of my object's map and around the edges i get weird shadows like its distorted or something. I…
Hello polycounters! So I'm currently writing a research paper for school and decided on a topic that could teach me something that could benefit my future school work (focused around modeling, texturing etc.) So I chose to write about normal maps, far as I can see they play a big part of making the games we all love look…
I'm having two issues and I have no idea how to fix this and I've been trying to figure it out by myself for a long time now. First problem is when baking normals with xNormal from a high poly mudbox sculpted model to low poly game model. Those inset lines are perfectly straight on high poly model, yet they bake with wierd…
I'm working on a really simple model but ran into a problem that I can't figure out. I've used overlapping UV's for symetrical parts of the model and offset the overlapping sections outside the uv space for baking. I've tried using both xnormal and baking in max, both throw up the same issues. Here's what the model looks…
I'm using Max9 + Xnormal So when i render my normal map I have a couple of pieces end up rendering out backwards? I'm not totally sure what is going on. The geometry in question was mirrored so I thought that was the cause of the problem but there's other geometry that was also mirrored in the same uvmap that renders…