Hello, so I am working on this really low poly building I quickly whipped up and quickly UV'd but the 3DO won't display it... I have hoped to be able to at least see it there before I bake the AO and ID maps (painted them by hand using hard edged masks in photoshop) however I am wonder if anything will even yield a result…
you can use the normal brush. Turn Z intensity down to 0 and leave the RGB on. You can probably project the color from hi res to low res, im not sure. To create normal maps you can use Maya's transfer maps (rendering menu set >lighting>transfer maps) or use zmapper. Inside transfer maps windows it's pretty intuitive. You…
The normals of the UVs will be inverted. The mesh normals usually won't. If normal and bump maps are displayed correctly depends on the renderer or real time engine used.
I clearly haven't any clue why this is happening inside substance painter when baking low poly normals. When I am trying to Unify the normals from 3Dsmax changing the smoothing group's values.
Hey guys, I don't always bake normal maps, but when I do... This happens. Jokes aside. After tweaking the mesh and vertex normals to get the bake better I'm left with this strange issue. Cannot really figure out what's going on. Any ideas? Thanks.
Hey Im encountering a problem with the normals on the edge of my mesh and I cant seem to figure out how to fix it. It renders fine using Iray in substance painter and blender cycles, but not with Arnold in Maya. Anyone know what could be causeing the black areas and how I can fix it? Apologies if this is posted in the…
first thing I think you should do is to turn on display normals. To do this this : 1) select the mesh 2) open the attribute editor 3) go to the shape node 4) open 'mesh component display' rollout 5) go down until you see the 'Display Normal' checkbox 6) check this on and set the normal type to 'vtx' after you've done this…
so the flash light with the normals that look wierd is the exact same model as the flash light with the normals that look good. The thing is its the scenes that are different and i dont know why when i go to a new scene the normals view properly.
The "hard surface" section in Substance Painter shelf is interesting. I would love to have ability to bake my own set of normal map stamps there. But is it possible? I know there is a technical way to be able to stamp normal map "alphas" so that they are correctly aligned no matter how rotated, because the ones that are…
hi guys, i been tryin to figure out this whole normal mapping business today with little success... Im using Max 7's render to texture and my problem is the normalmap seems to be baked by the low poly mesh or somethin? Here is my two objects: One is a edit polygon cylinder with a unwrap modifier on top and the other is a…