Just added the rotate functions this morning and decided it might be worth sharing. http://www.dissidentlogic.com/sgfx/data/ps/sgfx_normal_map_actions.zip Cut and paste from my site: "Set of useful actions for working with normal maps in Photoshop. Overlay: Levels blue channel of current layer to 127 and sets the blend…
You can fix the pixelation by choosing the "NormalMapUncompressed" compression method. This uses more memory, but looks better, so you need to decide if it is worth it. Flipping the green channel depends on what you baked the normal map with, it isn't always necessary. UDK requires X+ Y- Z+, similar to 3ds Max. Edit: Just…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
Hello, i have a problem with baking the texture maps in xNormal, it looks like xNormal is ignoring some faces completely. Maybe someone has another idea what the problem could be i already tried everything i could think of. Thank you, in advance.
@Joopson Yes i used averaged cage when baking in Xnormal and maya. All the result are of average cage normal map. @EarthQuake Flipping green channel just worsen the result. The last shot was rendered in "Marmoset". Even i thought its a maya problem but the result in the marmoset were same. One more thing i did took my hig…
To do that in Softimage you can use Ultimapper, the same thing used to create normal maps from highpoly meshes (select the low poly and choose Get>Property>Ultimapper. There you can select the hi-res target and the maps you wish to bake, Ambient Occlusion is on the list of maps you can chose). You can change the settings…
Even though I'd like to see anykind of a tutorials from you guys, I can't say, that I had much trouble baking vehicles. But I think no one can deny that's technically it's more work no matter how you turn the tables. I think we're having a slight misunerstanding here, due to coming from different vehicle modeling…
Hi all! :D I am very inexperienced when it comes to 3D graphics. I have a problem with burnout Normal maps from high poly model. On the basis created a low poly high poly (turbosmooth including smooth general group). I put the two models at each other, I created a cage. Unfortunately, the effect is not satisfactory. Here I…
Hello, I am looking for advice on how to combat an issue. Process: Sculpts in Blender -> Baking in Marmoset -> Texturing and Channel Packing in Designer -> Import into UE (Compression Settings BC7, DX11, optional A; Sampler Type: Linear Color) I've been getting data loss in my normals when trying to recalculate the blue…