Maybe someone else can give a more technical answer but this is how I understood it, normal maps are basicly encoded in a certain way, and it needs to be decoded. Maybe a bit stupid to explain it like this and probably doesn't make that much sense but: Synced would be: Baking: 5+5=10 Renderer: there is a 10 here, so that…
There's also a tutorial someone made for substance where you can blend between two types of normal map bakes, should get rid of waviness. http://polycount.com/discussion/156215/tutorial-perfect-normal-map-baking-in-substance-designer-5-without-using-a-cage
I mentioned it earlier in the thread, but there are instances where you might want to adjust your cage into a shape that isn't just a straight extrusion. Though yeah - straight extrusion is what I use 95% of the time. Still, the other 5% of the time it can be helpful to make a cage in maya or max or whatever, simply…
Hi! 1. I prefer 3dsmax because I don't see too much difference, and the "hit only matching material id's" is very useful. UDK and normalmaps are not the best friends, so you can't 100% hide the seams and the bad shading. 2. I don't know, because I don't have seen that video. 3. Synced workflow is when you are using a…
Even things that are square tend to have slightly rounded edges, little in life is really as sharp as a hardened edge in a 3d program would be, and objects generally look a little better if you exaggerate that softness. Now, if you just want to have completely hard edges here, you don't even need to bake a normal map for…
Ok, so, I really need to know if I comprehend this correctly because I'm absorbing a lot of information that clashes with my pre-conceived notions. If I want 100 percent no tears normal maps drawn up by Xnormal I need to : 1: Use a cage for anything more complex than a single UV Island/Single smoothing group mesh. (Using a…
so i've been reading this topic from page 1 - 9. Totally love it. But i've got a couple of questions. now firstly let me make clear that i can make normal map from a HP box (soft edges) to a lp box. (yei). But what i want to know is, how far should my UV Islands be from eachother(?) so they dont bleed to another (?). I…
I suspect the averaged projection mesh is actually way less commonly used than i thought it was. If you couldnt visualise and easilly manipulate a cage i could totally see it being pretty unintuitive. I guess theres also a lot of cases where people dont get how normals work, particularly averaged vs split ones. I've…
Ok! So, if I understand correctly. 1: If I use a cage mesh in Xnormal (a cage mesh which I import from Maya where I define it by hand), it overrides or makes irrelevant the smooth normals setting. 2: The cage mesh should be set to all soft/averaged edges regardless of the low-poly. 3: The low-polys hard edges should be…
Hi. I've read this post for a couple hours now and have a few questions. I didn't get through all the pages, so I may ask answered questions but I was searching for answers and decided asking might be faster. okok 1. I use 3ds max to bake my normals and AO, using projection and cages. I use Marmost to render assets and UDK…