When I Bake Normals in Maya, which is awfully slow, the result is fine. In Substance Painter "Industry Standard", there seems to be a Bug. At least after reviewing this for a couple of days: All hard normals on lowpoly, split uvs on hard normals. Baked with average normals in SP and Maya wit hdefault settings. I reviewed…
Hey PC I have some odd issue when exporting a custom cage from 3ds max and bringing it into xNormals. I've used this method countless times before and never had this issue. I've created a cage mesh using the projection modifier and exported both separately as objs and it claims that the vertex count is off. They have the…
Take a look into xN's docs and the polycount's normal mapping wiki. See also this very informative page about cages from Ben: http://www.poopinmymouth.com/tutorial/normal_workflow.htm A cage is just an extruded version of your LP mesh which is used to control the ray distance and direction. In 3dsmax, you can easily create…
Hi guys. I'll leave you with this technical challenge hopefully somebody is so kind to offer wisdom. I have a big weapon composed of a fairly high number of elements and overlapping geometry. The highpoly version is composed of multiple smaller objects detailed in Zbrush. The lowpoly, retopoed, uvd version in Max, is the…
Hi guys, So a couple of months ago I started learning modelling and texturing so I could make some assets for an UE4 project me and a friend have started. I just wanted to show what I've got so far and get some feedback from some people that actually know about this stuff as it's all new to me and there's so much to take…
I've been wondering that could it work if I had these meshes in Blender, for example: * Character_HP * Character_LP_quads_with_UVs (for rigging in Maya) * Character_LP_triangulated_with_UVs * Character_LP_triangulated_cage Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded…
Hey, I'm currently debating an issue I am having here. I am in the process of making a small building for an environment that I am working on: Here is my question: For buildings, is it worth it to make a high poly version of the building first, then baking it to a low poly? Or is is best/easier to just use xNormal to…
Agreed, it's solid. As for some first impressions I had: The Untold house looks atmospheric and seems mostly realistic, but many edges have very wide bevels and are lighter like you might do for more stylized stuff. Edge wear is real, but usually not as extreme and even as that. The big round arches over some of the doors…
I'm going to assume you baked these inside of 3Ds Max, if so the red dots and such are areas on your highpoly that are outside of the projection-cage that is created when you bake an object. As for the white-stuff around, I'm not totally sure, but that could be some setting like "background colour: <insert colour>" where…
Thanks for the reply MoP ! I've tried loading this model in different engines, such as xNormal and Doom3 - and there seems to be a line crossing the section in both of them. I've also checked the projection, and fitted the borders to x=0, this improved things but the problem is still very much there. I know my best bet…