[EDIT: This problem has been solved by importing using binary .FBX rather than .ASE.] I made a fairly large and complex static model in 3ds Max with two materials and imported it into UDK. (I used a lot of Booleans, and used mirroring to symmetrize the model.) I don't see any problem with the model in 3ds Max, but when I…
I been having a problem rendering a normal map with mirrored uvs, I heard it is possible, but I am having some small issues. When I render in object space using Zmapper it comes out fine: But it comes out as "rainbow normals", and I need to render a tangent map, but when I try that I get a weird problem at the seam: If…
Hi everyone ! I got a quick question about normal map baking and texturing workflow I've read some articles about Normal map baking, and they all said that in order to have a clean result, I have to have Smoothing split, and UVs split on every hard edge for example like this box but for texturing purpose sometime I can not…
Hi guys, I am currently trying to get my head around creating custom vertex normals in max 2013. So far I love them but they only seem viable on large flat faces or simple assets because 'out of the box' max makes editing them so fiddly and time consuming they defeat their own purpose. I have read the popular thread…
Great! Yeah, it can make a very big difference. If you look at the mesh before and after hardening the normals (with no normal map applied) you can sort of see why. Notice how the shading gets very extreme as it runs over faces that have sharp angles. The normal map has to try to account for this, and it's more difficult…
This is a crosspost from the original thread. But its focus is on Quixel Suite and nDo so I thought it could be helpful here as well. [Main Post] Recently I have been using this workflow and I created a write up on how its used. The high level of it involves converting a tile-able photo source to normal map, then creating…
Hi Im having some Normal map issues that has been happening to me for quite sometime now. This is regarding baking normal maps form high poly to low poly. Basically my issue is that most of the time when i bake my normals from high to low poly , some of the details will appear 'slanted'. For example, a screw that's suppose…
Hello everyone, its my first post here but glad to finally join this web that has given me so much useful information. I was wondering if there is some way to reduce the amount of polys by removing internal loops without making the normal map behave weird. I have some rocks with diffuse and normal map, and when I remove…
You should check how it looks when applied to the final low poly model. Stretching is normal, it is normally due to the UV's not matching the exact shape of the faces on the mesh, which is unavoidable in some cases and perfectly normal. In most cases its desirable because it will account for the UV's not being a perfect…
Please help, I follow all the baking rules, but when i baked model in Sabstance Painter i get inverted normal map. I had to flip it in the Blender to get normal shading. What did i do wrong?