*A Vector is made up of 3 values. X Y Z. *A Normal is a vector with a length of exactly 1.0 If its length isn't 1 then when shaded it wont shade predictably. *Each Pixel in a Normal map represents a Normal using RGB instead of XYZ We're not storing colours in the map we are storing numbers. *In a baked normal map we are…
Hi all. I mostly work with very organic shapes where a simple normal map bake just takes care of everything even on very low polygonal objects. However recently I encountered some nasty distortions that occurs on the normal map of cylinderical shapes mostly. I attach a picture what I mean, it can be noticed on the line…
Ah, I see. Is on left lowpoly with normal map applied, on the right lowpoly mesh shading? Personally, like to reduce the mesh shading gradients for such objects so that the normal map has less to compensate, keeping its limited bit depth in mind. Whether mesh gradient will actually come through also depends on the final…
Hi After i launch new ndo project ,specify my mesh, normal map and click create new project , my normal map load but i don have a option on the bottom of the dialog to create new slupt layer or multi normal , i got just create new project option . In 3do my mesh dont load aswell. When i create new project just with out…
There's about 50 questions there. The memory thing is probably misleading unless you're trying to bake an object with hundreds of millions of triangles. Most likely something else is borked. Using obj is almost never the answer Normal issues - triangulate the mesh. Meshes imported to max will have explicit normals - this…
This is going to be the most asinine question ever, sorry Norman, but how did you create the original twirly map? Is it a Normal? Please do tell me it's that simple ;P Also, are you Appending the maps through channels, or are they two separate texture calls?
thanks! I thought usage list was fixed and now for UV, how i can send a number from substance to glslfx?(for multiply the same uv) and assingn an uv for an output? (in the case i have 2 uv, one for normal and other for normal2)
Did you import the same fbx to substance and unreal? and try invert the normal maps green channel/y in unreal, see if that help, I had a problem like this with xnormal because green was inverted compared to unreal, but was fixed by changing settings.
I've used splines for the stuff and bake it on y plane in xnormal an grabbed the alpha from the normal map. its works pretty fine. in my mat i used two sided aswell. the results are very good. thanks for the help guys
Well, in this case it does, his normal map is totally fubar. Try baking in Xnormal and see if you get the same results, then you can narrow it down to a mesh vs app problem. ATI's thing is like, really old and terrible.