Hello, I've some issues (only on some meshes) on reflections when I apply the normal map (I tried different ones to exclude the cause were normal map). Face and vertex normals seem all right. Any tips? Thanks
Hi guys. Retexturing my gameboy but im having a few problems with my normal map during renders. For some reason Xnormals creates zigzags across some of my normal edges, it's never done this before and I've no idea what's causing it. I checked my UVs, they are fine. Settings in xnormals is good also.…
Looks like you're double-converting. If the source is already a normal map, then no need to convert it to a normal map again. Disable the "Convert to tangent space normal map" checkbox. The NVIDIA tool tries to convert height maps into normal maps. And your source image is not a very good height map... it's a normal map!
Gradients on normal maps are perfectly normal behavior like gnoop said. It's from the normal map having to compensate for the shading/normals/smoothing on the low poly model. Are you sure Substance Painter is importing the smoothing on the low poly model?
Hello. I have a problem. After i try use 3ds max baking option to get a normal map, to my low poly model form high poly model, i got some baking errors. When i start render to texture, my render window shows me miss rays on my normal map (the red dots). I have tried adjust a cage on my low poly model and i got good looking…
I have screwed up Normals from importing a mesh. I seem to recall a modifier or tool that rest all the normals to their correct alignment, but cant for the life of me remember what it is called. Poopinmymouth used it in one of his video tutorials many moons ago. It's not the normals modifier, that just flips or unifies…
Hi, I want to have a normal map with an alpha. I tried saving the normal maps with the alpha as a .tga and imported with the TC_NormalMap compression but when I get in the material editor, the alpha looks perfectly white. I double checked that the .tga has the right alpha. Is it possible to make it work? Is it a better…
Hello guys, I have a weir issue with my normal map I am trying to bake my normal into a low poly mesh and I am getting weird results Here's my low and high poly Here's the normal map Here's the result :thumbdown: Anybody has an idea why I am having this issue? Thanks for your help guys, Samm
I hope some one can help me with this, Ive been struggling with normal map seams for like 1 year, I always paint over the seams with a neutral blue (R126 G126 B255) so I cheat at normal map seams :'( So here it is I'm have normal map seams where ever my uv is broken up, I've tried painting in the seam, inverting my red and…
Hi folks, I have recently encountered a really weird normal map problem I've never seen before. Its a little lengthy please bear with me. I have been cracking my head trying to fix this but with no luck. So experts out there, I'd appreciate some help now :( Please take a look at this image. [IMG][/img] I was going through…