Heres an update, I started normal mapping, but Im having some issues So heres the problem that Im having with the normals of this body. It looks like there are certian parts that look to be flipped like the face compared to the body. And in this one I flipped the X and Y axis in the channel settings and the face looks much…
As a little tangent, when you can't realistically increase the speed of AO bakes (can't buy new hardware, etc), it's a good idea to try to remain productive while they're happening. Bake your normal and material masks first, for example, and set up your base materials in PS while the AO is still chugging. Minimize time…
Helo guys. So today I thought why not give xnormal a try for baking maps. I downloaded the latest version and when opened it ,it was asking for a tangent basis calculator which was missing. I checked up on Google and found the tangent basis calculator for unity but they were for previous versions of xnormal. Please help.…
Hi! I'm having some issues with my normal maps whilst trying to bake them in Substance but it's not coming out smooth like the high poly. So far I've tried messing about with the settings in the bake mesh menu (see screenshots below), I've tried using both OBJ and FBX, tried triangulating the low poly and using Smooth…
hello my first "with fur character" , I tried a lot of thing for the fur,sculpt in mudbox ,photo use , at the end I follow this tutorial http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=squirrelyjones_fur.pdf I mix my normal baked in xnormal of the naked rats with a normal of the fur created by…
Soooo, I recently joined polycount, mainly because when I looked for help/advice/tips on google, I'd often end up here. Since this site has a lot of nice, experienced members willing to help in a constructive way I though I'd join in on the fun...:) I just finished a 3D character for my portfolio, and hopefully it'll help…
Hi guys! I'm not sure whether or not my normal map baking workflow is synced. I am using 3ds Max 2016 for baking and Unity 5 as my target game engine. Ideally, I just want to make my low poly object a single SG and not care about hard edges and UV splits anymore. As I understand it, the synced tangent basis workflow allows…
I think the normals are inverted on those. Open the scene in your 3d app and export again and make sure nothing gets inverted. It might help if you say which app you used to export or they are directly from zbrush? Makes sure you make everything unique before export. Until we know what app your using is hard to pinpoint…
Morning all! I am watching a tutorial on gumroad and the guy makes a stunning little lightmap by combining an AO pass he baked in 3ds max (which I can replicate just fine) with an "occlusion" and "Diffuse" pass from crazybump... These are the two I'm having trouble replicated in xNormal... Here is what he's generating.…
hi I baked tangetspace normals out of xnormal at x+ Y- Z+ and they seem to work in 3DS max and Xnormal model viewer. I tried loading the same model into marmoset toolbag and it looks like a channel is flipped. What swizzle coordinates should I use for marmoset? Is there a way to change the light direction in Marmoset?…