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…
When you import the normal map into UE4 make sure its compression is set to TC Normal and not TC Default. Edit: Also if end your normal map files with _N or _normal it should set the compression automatically on import.
I never see a baker that would bake object space bent normals. But assume it's still possible to do as post editing with 2d compositor probably or with node based shader system bending object space normals. I never tried this although . Baking soft usually do tangent space bent normal maps as far as i know. An advantage of…
This is odd. There doesn't seem to be any logical reason for getting a big hole (its grey on the normal map) right there. Its identical to the other side on both the low and high poly. I've tried using both XNormal and Mudbox to render the normal map. It appears as a large dent in the Mudbox version. I've tried fiddling…
Hi there, I'm working on a doom inspired character and I always have trouble getting a normal map without noticeable seams, but it is inevitable I guess. Here are some images: Yesterday I learned on the forums that aligning the islands along the same axis reduces the seams showing through, unfortunately, this isn't always…