Hi there are a lot of things that can go wrong when baking normal maps. I'm not sure why you have these strong vertex shading in your normal map. Check if "Highpoly normals override tangent space" button is checked in the Low definition meshes options of your object. If you haven't done so already, start by reading all of…
i just used xView and other things in max and my normals are ok, i make sure is my last high poly version and baked with default options (0,01 distance) and still same result. I did a second back with 0,1 and 1 distance and still nothing. Tried to bake with 2 high poly objects (the main mesh and the details) and still the…
Hi guys, I want to stamp some normal map details on my model (for example, screws). I also want to bake out flat color, so I can add these details to my ID map. How do I stamp normal map details into the normal channel, while being able to use this in ID map later? The brush will show the color (circle or no alpha) and not…
Hi all - working on my first project using a high->low-poly workflow. I know my low-poly isn't perfect, but I've been having some issues even getting it to work at all (see pictures below). I've been following along with a Digitaltutors tutorial, but something appears to have gone wrong along the way. Can anyone help me…
Meh, you just need to understand what max is doing so you can work with it in a more complete way. Maya has its warts too and the problem you're hitting isn't really max specific its that you need to know a little more than what its showing you, which you can run into in any new application. 1) Working with maxs normals…
Per128 brings up very great points. You also say that companies do not use free plugins. This you are completely wrong in. Plugins like Xnormal, Nvidia, and even other plugins such as texporter have good foot holds in a billion dollar industry. Just as a consumer would want the free option a company looks for the same.…
I've baked normals in ZMapper from Max using completely different topologies - and it always used the highest res version of the ZBrush mesh when baking. Basically I just get my highest-res mesh ready in ZBrush, make sure the Max lowpoly version lines up with it in terms of general proportions (like someone said earlier,…
You're not using a synched workflow, and your vertex normals are bent too far, so your normal map can't fix the shading. This sticky topic in Technical Talk is worth your time: https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Nice! Looks beautiful, love the stylization. Can you share a bit of the creation process for these rocks? I’m guessing maybe a macro-sized bake for unique normal map, combined with micro-level tiled detail maps? Reminds me of some of the work Naughty Dog has shared here before.…
Hi everyone! I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected…