You can bake normal maps in photoshop using NDo2. Though its results vary on a model-texture basis. When rendering in xnormals, inside the list of things you can render is an option. It's either AO or Ambient Occultion. This needs a model though. There is also an option to render normal maps into AO's in he tools window I…
I've been trying to find an answer for this on google for ages. I'm still trying to get a hang of zbrush workflow but I find myself working in dynamesh and zremesher more than subdivisions. Is there a way of baking out the normals from a dynameshed subtool onto a subtool that you have decimated, or do you have to use…
When I baked out this exploded mesh, I get the reflection of the handel on the base for some reason. I baked it in Xnormal and I can't figure out how it get's reflected all the way over there.
Sorry for bothering you with this simple question. When I bake normal map use xNormal,I got seams on every uv borders. I don't use any mirrored uv shells, and I have enough edge paddings. The direction of RGB channels have set correctly. And the map is linear color space. What else could cause this problem and How to fix…
It seems to happen mostly on meshes that are duplicated. in maya I've checked face normals, and they are pointing in the right direction. I've softened all edges and then hardened all the UV seams. I've frozen transformations and deleted history. All the meshes are triangulated. I've also made a cage. this was baked in…
Like Fingus, most of my overlayed normal maps are tiny noise details that don't really define any large shapes. I just set it to overlay with the Blue channel off, then merge them and normalize with the xNormal plugin.
Hey guys, i made a knife hp/lp etc and now i want to bake my normal map in xNormal. the map looks fine but i got one problem. the handle of the knife is symetrical but some details are different on each side, but no all. therefore i unwrapped both side seperatly. When i bake in xNormal (exported lp and hp als sbm - the lp…
Hey there, I don't know what to do anymore all my normals look terrible none regarding what I do or what I use (Maya;TURTLE,XNormal) and so I whant to ask if someone knows how I can let them look better or something like this Well sometimes it looks better as this ^^, maybe I should do every part extern?
Sometimes I see people use normal maps on grass/foliage/tree cards, and sometimes I don't. I have seen some people say that you shouldn't use normals on them, but have not seen a reason why they say this. Can someone elaborate or clear this up for me. Thanks guys.
I can only speak for me, but I tried the xnormal normalize normal map. It ever so slightly posterized the channels, so I would get weird surfacing on curved surfaces. Barely noticeable, but still there. Just overlaying/saving hasn't caused me grief since.