Thx, yeah I am not mixing normal and height, I always just pick one. But height isn't viewable as normal in SD; so what I am trying to do is to create a normal output that will be the same as the height -> normal conversion in SP. Added benefit: I can expose an intensity control for Normal, so if I am not happy with the…
Search this subforum, there are plenty of discussions on this topic. Fixing normals by painting shouldn't be required if you've got your normal baking process down, and sometimes fixing them by painting is misguided. For example, painting to get rid of curves in your normal map will probably make your normals look bad from…
I came across a particularly troublesome model at work recently. I was asked to fix the seams on a rock model's normal map. It turned out the seam was not caused by the baked normal map, but by the 2D overlay map that was applied to create some nice high frequency noise. Unfortunately the rock's UV layout was authored like…
Grab the nVidia normal map plugin from http://developer.nvidia.com/object/photoshop_dds_plugins.html Using this you can create a normal map from basically a greyscale heightmap (so you might paint the pores in a dark shade of grey on a 50% grey background, and then run this filter on the image). Once you've done that you…
Hello all, strange problem here. Before I go into detail, here are the software I'm using and the versions: Substance Painter 2.2.0 xNomal 3.19.2 zBrush 4R7 Maya 2016 SP4 Marmoset Toolbag 2.08 Okay, so here's the story. I made a low poly (LP) model in Maya. Imported the LP into zBrush to create and sculpt out a high poly…
So I have been dealing with a strange issue in UDK today with my normal maps. This is the same asset, in the same scene, with the same normal map. The only difference is the Normal map that is being rendered correctly was imported without the "Compression No Alpha" box checked. BAD. Notice randomly shaped highlights. Good.…
Hello all, So I have read a lot of the threads about normal on here and watched videos from handplane etc. But I still have problems when going into udk. I think it might be to do with face normals, I have not corrected them. Is this something I should do? I have created soft and hard edges though. Here are some pictures…
I'm using Blender. Here's the first model and normal map: Blend file: http://www.pasteall.org/blend/31741 Normal map: http://www.pasteall.org/pic/77592 Here's the second model and normal map: Blend file: http://www.pasteall.org/blend/31742 Normal map: http://www.pasteall.org/pic/77593 For the first one, there are odd…
Not entirely sure this is your problem, but sometimes Max screws up it's smoothing groups...and it doesn't reflect it in the view-port..there's a couple ways to fix it..easiest seems to be Reset X-form. Covert to editable poly. Edit Normal-reset nomrals. Collapse back to edit poly...worth a try....couldn't check the file…
I'm familiar with normal map baking for UE4, and I had to understand at my expenses the importance of synced workflow when making tangent space maps. What xNormal algorithm does Unity use? Assuming xNormal can't, will handplane do the job? Thank you very much, any help appreciated