Hi, a simple one this. My apologies, but I'm new to normal baking. I've got a machine gun bullet box I'm doing. I've baked a high-poly bullet to a my LP one. I'm getting strange ribbed artifacts from the LP. What's the best way to get rid of these? One thing I did do is to 'cheat' and I went into one of the channels of the…
@DarkDogma3D Maybe the polypaint's colors are different due to the alpha channel or gamma ( try other file format like BMP. TIFF and PNG afaik use gamma correction ). Or perhaps might be a bug related to the color channel order ( GGBBRR / RRGGBB / RRBBGG ). What happens if you swap the color channels in Photoshop, do you…
First of all thanks for the great program jogshy. The new max(averaged) cage works like a charm. I was forced to bake the hard edged stuff in max previously. I dunno if this is discussed before (I tried the search) Is there feature to set the the background color for each bake separately ex. white for ao and 128 128 255…
I've uploaded the 4.17.6 beta 1 at Eat3D: - The FBX mesh importer has been completely rewritten. Now it can read properly UVs, normals and the tangent basis( which is specially good if you use the Unity engine ). - Solved the problems loading the filter plug-ins in Photoshop CS5. - Re-exported all the example's JPGs…
Hi!! First, sorry for my bad English :P. I have this normal problem. Those are just simple beveled edges, this is its high poly mesh. And this is the result of those artificial in the normal map. From what I have investigated so far, it's either because the beveled edges are too sharp or the UV size for this mesh is too…
[ QUOTE ] hey man, just was wondering if anything changed on the photoshop dialation filter. [/ QUOTE ] Yep, changed it a lot for the 3.11.1 [ QUOTE ] It use to work great, now for some reason when i try to run the filter it flips the mask vertically and the end result looks really messed up. [/ QUOTE ] You are right, it…
Yeah, it is getting to be a mighty thread, but I guess that's something to be proud of. I'm trying to work out my workflow with xnormal again because I too would like to start getting into UE3 modding. I made a simple mesh the other day but had trouble getting the fine detail map to look right. In the end I just took it…
m4dcow, that sounds great, but the last time I used Transfer Attributes was before I discovered the wonders of Topogun. Needless to say I used it for a very different task. How would one go about doing that? Say you add a few verts to a mesh to solve some skewing, you duplicate the mesh to re-do the cage, and then have to…
I think he's asking if you could have an option that would let you create a mask of the normals in the alpha channel. Say you have a ring shaped highres, and you want to render it onto a single quad so you can use alphatesting in your engine, so you'de need a mask of which parts on the map traced something, and which parts…
Yeah the best thing would be a hybrid of the two, where you keep the cage continuous and also use the low poly's normal direction. But i have no idea if that is really possible. Maybe if you could lock the normal direction before you do anything else? The obvious problem is that the current way gives good results for…