Hi there! I'm currently trying to get a huge number of grass planes to shade properly. Basically, I edited the normals of the original patch of grass so that all vertices normals would face up. It shaded good so I decided to paint that mesh on my ground mesh with the 3ds Max paint object tool. My problem is that the mesh…
Hey guys, I'm not exactly sure when this started but all I know is it's been a consistent issue with Substance and UE4 for me recently... Ever since I upgraded to anything higher than UE4 4.13... all my maps have been importing wrong and made my life a living hell. I've tried trying it in new projects and it will continue…
Hi guys, here's some information about my model. It was rendered in marmoset with a normal map baked in xNormal. I don't understand that seam, since I think I did everything by the book. Any suggestions?
I realise that the SMB format is supported in max, but is there a script to link XNormal and max? I see that XN can be launched from the command line using XML files. Has anyone written a launcher for max?
I am having some issues with my normals transferring on my model. I planar mapped the side of the sphere where I want my normals to transfer. As you can see my normals are getting pixelated and just not transferring very well. I am also getting an issue with the normal and the UVs seem to crop the outer edges off the…
Hi everyone! Today is my first day on polycount and I come to you with an issue. I'm a student and my assignment was to bake out some normals for a crate. Well, I'm having a strange issue with the normal map. This picture is from maya, but the same problem is happening over in mudbox where I originally baked the normals.…
Decided to create some books and got some normal baking errors. So basically I'm trying to bake my highpoly book on low poly but getting some gradients in places where pages are located. 1/ So this is my low poly geo and shading in blender: 2/ low poly with baked normal map error (getting strange gradients from highpoly…
Hey there. I'm having an issue in Maya to do with normals/edge smoothing. When baking the normal with edges set to face, the normal comes out fine. But as soon as i smooth edges i start to get horrible artifacts in the baked normal. (Big curved line in the middle of the face) Here is a screenshot of the baked normal in…
Hi guys, Shader just needs some small tweaks and all works perfectly. I hopee this is ok Xoliul: setup basis like this if(!bUseObjectNormals && bUseNormalMap) //tangentspace normalmap { //normal = (In.worldNormal * normal.z) + (normal.x * In.worldBinormal + normal.y * -In.worldTangent); //transform every vertex normal…
Hey guys, I'm having this problem baking my maps in xNormal and I'm up **** creek if I cant fix it.... The problem is the big green areas pointed to by the arrows and you can see the effect this has in realtime. Its as if there was no normal baking at all- even on the rest of the barrel the normals are a bit weird, they…