The normal align is ripe for an overhaul. 1) It doesn't work with snaps, so trying to align the center of a face to the center of another face is nearly impossible. You can click and drag the align gizmo around when you are selecting your faces but they don't snap to anything. So you have to "align" and then snap, just…
We created normal maps with a solid mesh. Then broke the model apart. Then used the normal modifier in max to make sure all the vertex normals at the seams were pointing in the same direction. But our game engine exported the vertex normals as they were in max, and didn't unify them. You could theoretically normal map a…
I was talking about vertex normals, not normal maps. Using vertex normals is pretty much the go-to solution for fixing tree lighting, unfortunately afaik UDK doesn't supported edited vertex normals. Ninjas advice is good though, you should try that. Edit: Also, "They're flat planes why would they need normal maps?" You…
Transform a textured low-poly 3D mesh into a detailed high-poly sculpt so I can bake normal map. It's a chibi but has defined muscles, you should have strong knowledge about man's heroic muscles. We will need a zbursh file, progress images, or a video of the making process (so we can use it on social media). Budget: $150.
Hello there! I've been meaning to ask about that long time ago: can you recommend any techniques or workflows fitting for a model that does not have any high-poly source mesh available? In particular, I'm very interested to know about the following: * First question: ambient occlusion baking. Are there any caveats or…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
Displacement is NOT a replacement for normal maps for a variety of reasons. You still need those per-pixel normals for accurate shading. To replace normal maps with realtime displacement you need: A. Insane levels of subdivision to get to the pixel-level, to replicate the same detail as a 1Kx1K normal map you need 1048576…
HeliosphanXtal: My normal maps don't blend at all. I can plug one normal map directly in and it will appear on my landscape, but if I attempt to set up the TerrainLayerWeight and TerrainLayerCoords blending mode material with my normal maps it doesn't work. Is this what you're seeing? Are we just restricted to 1 terrain…
Yeah that's the idea. When it comes to stickers or logos you just save those as .png files in your image editor of choice and place them in a decal library folder that you point DecalMaster to. There's also a baking tool included so you can model out high poly surface decals in Maya then bake them into normal maps, but if…
My first thought is to create a custom alpha in photoshop for the top circular patterns and then stamp or project it in SP on the height channel. Then, export the normal with height info added, reimport the new normal map into the normal channel and rebake the other maps with the new normal. You can turn off the extra…