Hello, I have been trying to bake some high poly rock normals onto low poly version of themselves using xnormal, but whatever I do the normal map ends up making edges more visible than they should be, here's an exemple in UE4. It does the same thing in blender. Those are not Uv seams as there is no uv cut there. I've…
Yeah, baked in the same scene, just duplicated the baker. Tangent space was never touched and remains mikktspace everywhere. Double checked and rebaked all normal maps. I even made a completely fresh scene. Here you can see three different meshes. Far right is lowpoly in the original highpoly to lowpoly baker, in the…
Would it be possible to code the following. You make your normal cage. Export it to this tool with your other assets. Said program would then do a series of normal map bakes that start with baking with the cage unenlarged/pushed. Then going out gradually to your cage, with each step rendering out a normal map. Then going a…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
Yes, and your uvs can be overlapped/mirrored, but you need to make sure to offset the mirrored bits 1 unit exactly before baking. You don't need to move them back if you did it exactly 1 unit. The baker will only "pay attention" to what is in the 0-1 uv range. The only situation where your highpoly needs uvs is if it has…
I would guess you need to look into softening your edges, and then going through and hardening edges that have UV seams (as a catch all, though in general you'll only need to harden an edge at a UV seam that is around 90 degrees or more/ a dramatic plane change as it were). Secondly, I would look into adding some padding…
@oXYnary "I use medium meshes to get detail that won't be as warped (even with skew) versus if I had gone straight to the in game version. That and have you handed in a mesh to be told it's too high in polycount? Using the object space is a shortcut to this." It seems like you're causing more problems for yourself here…
A lot of us have probably read the Vavle Dota 2 character and texture art guides by now. If you haven't, then GET ON IT! http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf One of the techniques they talk about in the…
here's a video that covers this: [ame=" https://www.youtube.com/watch?v=XYWj3zGXSjM"]Creating Normal Maps -Baking using Transfer Maps in Maya - YouTube[/ame] In basic/general terms: 1. have a low res 2. create a high res 3.only select the low res go to rendering and transfer maps 4.Then select the high res and add the high…
Alright! A few weeks ago I took a hard look at where I was at in therms of my skill set and well why I had not landed a job somewhere. I cam to the conclusion of a few things. * My environments were too empty * My material definition was off * My high poly modeling skills were not up to par All of these things directly…