Hey Guys, I'm kinda pulling my hair out here, so I was hoping you guys could help. I have these nasty seams around every UV border on my asset, despite using a custom cage (just the actual low poly asset with pushed out faces), and one smoothing group. (Using Unreal's suggested method of a synced workflow between xNormal…
@passerby Thanks a lot,..I increased the scale of both the low and high poly mesh to like 100 in xnormal and the error window did not come up.Rendered out my normal and ao maps. @EarthQuake No worries.The renderers work well with the maps now.I just had to reverse the normals on the model.Mental ray does seem to be…
@Obscura sure, take a look: "Sometimes an artist will decide to delete half of a symmetrical model before baking. This is a mistake however because often the vertex normals along the hole will bend towards the hole a bit; there are no faces on the other side to average the normals with. This will create a strong lighting…
High quality preview is probably most accurate. I guess Mental Ray isn't very good at handling mirrored UVs on normal maps, and XNormal might not display it well because the maps were baked in Maya - I bet if you baked the maps in XNormal it would probably look fine in Xnormal but broken in Maya. Different apps have…
Hi there, first time posting here and i have a question regarding normal maps. Ive just been trying to create a good normal map for an easy cylinder with an extruded ring around it, and the final normal map is a joke. Im using Maya 2018 for the mesh and xnormals for baking It looks really bad, so i thought i should ask…
Hi everyone I have been a lurker here for a long time, and have learned so much from you all. I currently am studying 3D art in Guatemala and our final project is an animated short film. Though I hope to get back into games in the future. Thing is I'm having a weird problem with normal maps. And since no place on the…
A stupid question... have you inverted the green channel of the normal map? I tell you this because if you generated the normal map using xNormal ( which uses an OpenGL coordinate system ) but you wanna preview it in 3dsmax ( which uses Z up ) probably need to generate the normal map in xNormal using a swizzling of…
Hey Polycount, I have been working on a gun for my portfolio and it was going well until the normal map. I exported it out of max with .obj files and rendered out the maps in Xnormal with a cage. When viewed in the Xnormal 3D viewer it looks good(besides some small stuff that is my fault). Now I take it over to marmoset…
Ey Polycount, I've been having a problem with baking fibermesh to a Low-Poly mesh with Xnormal or Maya. I get a really harsh gradient from pink to blue. And it seems the problem is the High-Polys smoothing groups and I can't seem to fix those in Maya by making the edges soft or hard or unlocking them. As you can see in the…