Normal map is all screwed up too. I don't get it. The UVs are correct. The normals are facing outwards. The models are the same scale - I re-exported them out of ZBrush to make sure.
Xnormal is awesome....however just using Xnormal wont necessarily solve your issues. I'd recommend reading up the polycount wiki on Normal mapping and how exactly it works, how the data is collected, and what that means for your modeling practices. Also check out this image and link to Ben Mathis' website. Normal Map…
I'm having a problem with Xnormals. When i try to convert a height map to a normal map, the resulting image is in gray scale instead of the colours a tangent space normal map usually has. I'm kinda new at Xnormals so I thinking maybe I'm using some wrong settings or something. Or maybe I need to do something else? I'm…
hey guys , directly to the issue : i retopologized a high poly model . and i m done with uvs. the normals are correct but this is the result am getting as i am using xnormal normal rendering . this is my model : this is my uv's : normal: as you can see some polygons are not rendering or in other word - backed faced. but my…
@jstins nice! I think a lot depends on game's viewpoint, since mine is top-down there is so much you can get away with and a lot that just doesn't matter at all. For all the hard surface stuff I did the end result is pretty much identical to what I'd achieve with baking, except silhouettes hold up better with all the…
Hi I am usually never experiencing this problem but I am right now only for a piece ... I have a couple of greaves done in zbrush they are convex on the exterior and slightly convace in the interior ... the problem is that the normal map backed in xnormal maes the opposite seem or better it seems to do ok interior side but…
I've not encountered the term 'white bake' but that isn't saying much as I don't have a huge amount of experience. In that screenshot I have: Mask1 & Mask2 turned off/default black or white Normal map Diffuse map made from -An edge map set to overlay. -Green channel of the object-space normal map -A gradient map set to…
it's a bit beyond what you can do with a stateless pixel shader effect afaik. standard curvature is doable with a sobel (like) filter but this needs to consider a much larger range if you want to mask by a specific normal direction though - just dot(normal, other normal)
Thanks guys! Glad it's getting read and of some use, it may or may not have taken a long while to write :) @ Weirdboy - that's weird. And awesome. But seriously though, is that dude real? @ Eric - Good points, and points I didn't touch on very much. Concerning the hard edges, well, there weren't a ton of them. The only…
Hey ppl :) I'm in the process to improve our lighting workflow at work. Problems : No one here has really skills on advanced lighting technics. Also I'm a simple cg artist and technical papers are beyond me. I'm very sorry if my technical vocabulary is approximate and my post as messy as my brain. We need to stay "mass…