Hi PEOPLE! Begging for help. Result of my baking is awfull. Tried both with 3ds Max Projection and xNormals... I think I almost understood the principals of baking tangent space maps - they are deep linked with normals of model. So when I make my model wholly smooth (as you see on the top picture) - normals make object…
I`m doing relief from photo. I used Quixel Ndo to use with preset. Now I see good for me normal map on preview. I would like to apply it to mesh. I converted that normal to height map but quality is worse than on normal becouse only one axis (normal map uses x,y,z, same as vector displacement, ordinary displacement uses…
Hi everyone. I've been trying to export a complete world space normal map. I know how to export the world space normal map, which is baked from the high polygon model. And I know how to export the tangent space normal map created by the materials and filters. What I'd like to do is be be able to export a complete World…
Hi guys, I have released Advanced UV Normalizer v1.4 for 3ds Max. http://www.polytools3d.com/normalizer/ It is an extension of the Normalize function found in PolyUnwrapper and it allows you to use custom Texel Density to normalize the UV Shells across different models. So you can pick up the Texel Density from one model…
Hey guys, I have a quick question regarding normal maps and textures. If I want to hand paint a texture for something, and then sculpt the normals in Mudbox, what would be the best way to get the two to match up? Would I simply paint the textures in Photoshop then load and apply them to the highpoly mesh in Mudbox, and…
Hi there! this problem is driving me crazy and i need some help to fix it. When i export the maps to another software and apply the normals it shows every UV seam. I have tried painting over the edges of uv on the normal map; make the uv edges hard edge in maya; exported the model with different settings; exported normals…
well I have a friend who sent me this, and the question is why in the normal map the bicel appears inverted, both the hi poly and the low poly are correct, and then in any painting program like sutbance painter you can pitnar without problems. Greetings. here some captures. pic1lowpoly surface pic2 lowpoly normal baked in…
I got a few models that have the RMA in the normal map channels(rgb) But those models need to go in to UDK, so no pbr. I tried importing the normal map(with its RMA channels ) in UDK but it looks horrible.I suspect UE3 doesn't read these types of normal maps as i tried a few compression settings when importing.Is it…
I've only got 256x256 to work with so to get any level of detail there had to be a lot of mirroring. You'll never see it as close up as I am here regardless. And I tried quickly making a normal out of the texture with xnormal and it came out looking like a terribly muddy mess. I really don't get why he wants one. EDIT:…
It looks to me like in that first example, the low poly's UVs or faces are unwelded. Or you accidentally used an auto unwrap. Also, looking a the 2nd example, it seems your cage is still incorrect. You're not getting enough distance. Try increasing the cage distance from the base mesh so there's no clipping at all. Also,…