The thing is that when you have soft edges the normal map have to add extra strength in order to counter the mentioned interpolation. By the look of it that countering haven't been added into the normal map. Have you used Mayas own tools or a third party tool like Xnormal?
I started baking my normal in. Getting this issue. Not sure what's causing the problem. I baked it out in Maya. Tried xNormals, but I couldn't understand the workflow in it? What other software can I use to bake the normals Problem solved if anyone see this post.
Say Ikraan what did you use to generate the nomrmal map ? Maybe just the tool messed the normal map up, consider trying another tool. And mybe you could post your normal map ? Maybe its easier to see what went wrong then.
Hi everyone, been away all weekend so couldnt do much. But here is a little update: I modeled some bricks which I, for now, scattered randomly in the path. The position of these hasnt been though logically (as in, I havent questioned myself why is there a brick there? when I positioned them), but I will think of…
No matter what I do, I can't get the metal finish look quite right. The metal in this gun is supposed to be a kind parkerized metal. It's so difficult to make this look right. I can't quite explain why I feel this doesn't look good to me, and I have no access to any real world parkerized metal for reference. I guess my…
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…
So i finally took the normal map plunge, it was a great learning experience and i found the process rather painless. Big props to Jogshy for Xnormal lowpoly at 5428 polygons and 1024x1024 textures: normal, spec, diffuse, glow and additional bump. Without further ado: http://fusebrush.com/image/stroggo_spin_bust.mov…
Win 10 Latest xNormal version Blender 2.79 Following a hairplane tut on youtube. Exported the hair model and pointed xnormal at the model and a uved lowpoly plane. When I hit generate maps I get this error: Triangulating the model doesnt help and a web search doesnt show much, if at all so I am thinking there is something…
Zbrush uses "uv matching" method while Marmoset, Substance Painter, Xnormal, and other bakers uses ray tracing. This means that the smoothing of the lowpoly is taken into account when you bake using ray tracing, while the uv matching method ignores the target mesh smoothing and therefore its shading. This can result in…
well, yes. you dont even need to use the same uvs in zbrush. or when you are using polypaint. if you have the low poly with uvs, you can bake down the high polys details and texture, even if the high has screwed uvs (like auv or guv in zbrush). if you just need normal maps, there is no reason to even have uvs on your high…