Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…
Why didn't you keep the original scan? This is exactly why it's important to practice good archival hygiene, keep all your source files. Anyhow, baking a normal map from another normal map is very difficult, as rollin stated already. You may have better luck with the displacement, not sure if Xnormal allows you to assign…
If you keep asking questions "in theory", you'll only get ansers "in theory". Adding to the fact that you state to be pretty new at this, the chances of you reaching a solution to your problem that way are pretty slim. Especially since there could be dozens of reasons why things are not working out. It's up to you to be…
FWIW if I am not mistaken Blender is perfectly capable of baking down a TS normalmap from a source model itself having a TS normalmap applied to it (and not just treating the source map as a texture, but as actual world normal information). So between that, the Xnormal option, and the possiblility of converting the…
That is a good one rollin didn't think of that. The issue i see with this and what might've been said already is that the normals would still be wrong wouldn't it? (by angles) essentially changing the triangle face direction or am i not correct in my thinking so even IF you managed this achievement you would still need the…
Hi, so i tried it but at least for the Normal map it didnt work... :-(... I tried it rendering in 3ds max side by side the 10 000 poly version (the "second original") but on the 1000 poly version with normal map rebaked from normal map of the "second original mesh" in Xnormal, there were visible "artifacts" or how to call…
Nobody else has any experience with this...? I thought its quite and easy question and only I a noob (in baking) dont know the answer..? I already tried baking the normal map, with and without the “Base texture is a tangent space normal map” option ticked on/off. They look different so i believe with ticked on the normal…