From a theoretical view this is not a problem, but you have to deal with some issues. If possible you need to adjust the shaders to re-normalize the normal where needed or extract the ao value on its own. Most lighting calculations which use the normal in combination with a dot product, have no problem with the scaled…
Thank you very much! Today when I was reading Autodesk documents. It says:" The other very popular use for tangent space normal maps is the deforming of characters. Because the tangent space normal map defines the details of a character relative to the surface, you can stretch, move and deform your character, and those…
Hi ! I came up on this problem everytimes lately, maybe because I changed a little bit my pipeline to create normal maps. maybe I had this everytimes without really noticing it ? Here it is: (I am doin that in UDK, but I guess it would do the same with any game engine/renderer.) When I apply one of my normal map in my…
Hi there. I am currently experimenting with multiple uv-layouts. I wanted to add topology on one channel and detail maps on another channel. But I can't get it working properly because all normal maps are oriented always by channel 0 in Unreal 4. I created a test to properly show my issue. Here you can see, that I have one…
You could try XNormal - www.xnormal.net Be sure to get the documentation and read it too, if you don't understand how the program works. It's very good for creating and displaying tangent-space normal maps! Best of all, it's free
Thank you for the question! I made this model myself, but I want to know how to make it look more accurate to the references shown above texture and normal map wise, and what I should do to make it that way. I can’t wait to hear back from you - Cyber Edit: I am not home right now, so I will send the screenshot without the…
Hi there, I'm working on a tilable wall in Zbrush. For a first attempt at an environmental prop in Zbrush I don't think it went too badly (plenty of room for improvement though). Attachment not found. At first I just UV mapped the bricks in Zbrush and imported the low poly mesh, with normal map, into Maya. Quite simply the…
Ola, I'd like to project custom vertex normals from one mesh to another. I tried Normal Thief, which is ok, but i'd need something more precise and i had an idea about using the projection modifier. But projection doesn't work on vertex normal, AFAIK. So I'd like to convert vertex normal data to something like vertex color…
Hello all. I am looking at trying to make some small game assets for a small game project at school and i am running into issues creating normal maps. I am using X normal to generate normal maps for my items. But once i have created the Normal map i get very sharp edges as shown in the picture below. So i am wanting to…