There is probably something obvious I'm missing but I can't figure this out. This is the normal I rendered in UE4: Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB. Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance…
Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
I recently needed to produce 3d mesh details from very old mesh and normal map texture where those details were flat baked, sort of closer lod and chat GPT managed to do it pretty well . It took lots of discussion whats wrong and how to interpret NM . I had to upload small pictures where the normal map is supposed to spawn…
Hello, I'm trying to figure out what I am doing wrong, there are noticeable seams when I apply the normal to the object. The polygons are the same smoothing group. I also tried xNormal and Mudbox and i get the same issue when i apply it. I am viewing it with Xoliul. When I check objectsapce in the material it looks fine,…
Struggling to figure out where the mis step is here. Fbx from max, normals tangents and bi normals all exported. But any uvs that are rotated 90 or something along those lines shaded wrong. Same model thrown into unreal renders fine as expected. ( I understand unity is open gl, so the normal maps g channel is flipped in…
Hi guy's, Just can't believe i have to ask here such a simple question but i am Googling for a solution for more than an hour without success and the substance designer documentation is useless on this. I just have a series of normal map render from 3ds max in the tga format and i cannot connect them to the normal node, i…
I don't know if i can properly explain this without it being convoluted, but here goes: I've painted out the majority of my diffuse map and there are a few textures/ layers that I need to have affect the normal channel. When I copy the layer into my normal channel and apply the "height as normal" adjustment layer it…
That could be your problem, but I'm not sure. Zbrush has no concept of soft normals, so it bakes with everything having hard normals. You might want to try baking within maya or xnormal, make sure your low poly has soft edges.
I'd recommend NOT using zbrush to bake a normal map. You'll get no control over vertex normals or the tangent basis that way. Use a program like XNormal or even Maya instead.