This may be a silly idea, but I was just thinking that if you had a budget of say 10000 polys for a next gen main character, you could model a hell of a lot of detail in it and not bother with a normal map( in some instances) Sure you would n't get those subtle things that normal maps bring out,but my point is that you…
I'm working on a DDO project using the UDK calibration, so the normal map's Y is inverted. I feed the DDO project a +Y normal map from xnormal and NDO, and it does invert it. However when I preview my project in 3DO I've noticed that the previewer seems to be expecting a +Y normal map instead of -Y because the normals…
Hello! I'm quite new and I have the feeling I'm making a stupid mistake... I'm creating my own textures in Substance Designer, then I apply that texture in Substance Painter to put it onto a 3D model in Unity. When creating the texture the normal map looks fine, as you can see on the picture below. I also make sure to set…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…
Would really appreciate some insight on this. I'm having an issue with harsh gradients appearing on my normal map. There is nothing obviously wrong with the normal map, the gradients in the map itself are practically invisible but something is not quite adding up it seems. Normals baked in Maya. Rendered in Marmoset 2.…
Hi! I wonder if someone could help me figure out what's causing this problem I'm having. Been trying to solve it for many hours today. At first I thought it was just a bad bake, caused by bad match (distance) between high- and lowpoly, but now I think it might be more than that. The lowpoly is all soft edges, exported…
well there's nothing to disagree with, if it dosen't work its broken. "Implementation Dependent A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent. However, normals sampled/captured from a high resolution surface and then transformed into tangent space is more…
Don't mean to hijack this thread but I've encountered another issue with normals that never used to happen until I updated to the september version. This is how it happened: Created model in Maya -> .mb -> .fbx -> UDK editor = Normals looked good :) Had to tweak the pivot so openeed the fbx file in Maya .fbx -> Maya ->…
Hi, I baked normal map which looks good applied on lowpoly model in Marmoset Tooolbag. Of course, lowpoly model has all Smoothing Groups set from UV Shells which looks ugly without normals but with Normal map applied - looks smooth and seamless, well you know. But when I load it in Max and activate Normal map, the model…
First let me say I am no expert in unread ed, actually at this point I hate it actually but I have to use it so I am stuck Anyway I am having a normal problem that when I fix it it causes another problem I import this model made in Maya to the level I noticed this normal problem so I removed it, went into Maya, selected…