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
solidshark91493, i recommend you to look tutorials on youtube and pinterest with simple normal map baking workflow with xNormal. in pinterest type search: normal map baking
However I see a lot of people in tutorial simply create cage in xnormal Editor so cage hard edges are alwayslike hard edges low poly. This is the best workflow? Thanks
Alec Moody put together some fantastic video tutorials to go along with the release of Handplane which do a very good job of explaining a lot of the concepts in this thread along with providing some great real world examples [ame=" https://www.youtube.com/watch?v=ciXTyOOnBZQ"]Controlling Shading Behavior - YouTube[/ame]
ah. i hope no one takes offense, of course sometimes we make tutorials only to later realize errors (i have certainly done this myself, more than once). i just wanted to point it out because i really do see that exact advice all the time w/r/t baking normals and this was like, a perfect example
I am a little late to this thread, so apologies. I am in the middle of reading a book about game textures (pub'd 2011) and in it the author mentions that texturing is different from skinning and that his book doesn't go into applying skins to 3d meshes. So let me ask this: is there any recommend literature or video…
i have a couple of noob questions. Im trying to figure out the simplest workflow. I just started using Quixel tools, would be great if there is a tutorial about them. And i think i got this metal crate from another thread: http://i.imgur.com/cYKglOl.jpg Its pretty high poly, if I break it down i get confused about what…
I don't think that splitting texture sheets can cause seams, and your screenshots with and without problems are not even from same mesh. Look like you have some bevel on those hard edges, make sure you split UV islands where you have smoothing split. ( tutorial on page 1 of this thread ) If you don't use a cage, make sure…
EQ, I understand a fair amount of the information in this thread, but what confuses me at this point is the best method to build the cage, and what is or is not a reasonable tweak to make manually to it. And when to adjust the cage to get a better bake. At the moment I just "Inflate" the mesh, so to speak, and use it. For…