1. What is creating these triangles on my normal map? Is it something in the baking settings? Is it the topology? This is intentional and working as expected. The normal map bake is compensating for your low polys topology and placing those edges in there so that when displayed it will display correctly. To get this normal…
Anybody know the correct blend modes, and render settings to bake a couple of painted bump maps into a single normal map? Also I've noticed that you can't bake out a bump map from, is this a known bug? I couldn't find any official word on the Luxology website.
Hello, Pretty new to the 3d art world and had a basic question on baking in substance... Been doing some simple tests baking 'floaters' down to a plane and im getting this odd issue in the AO map. I thought it might be the backface issue so i set that to to never but still getting this darkinig issue. heres what i got in…
Hi, I am quite new to texturing and I am trying to bake a normal map of a high poly tree object into a Low Poly version as I would like to use it in Unity. But for some reason I get strange artefacts along the edges of the low poly version when i bake the map and apply it. here is an example of the problem that happens all…
Hey long time no see womball, You can convert fibermesh to an exportable mesh then just bake that straight out, in xnormal you can set the background non baked area to be a different colour which is effectively a mask depending on how far you set the rays to go. Altho I imagine there's a more accurate way. I think you can…
Hello I've been getting some odd results with my normal bake getting hard edges from my low poly using xnormal lately. anyone know how to resolve this issue or recommend another baking program.
Each program renders normal maps differently, because they use a different tangent basis. The baking tool and the game engine need to be "synched" to completely get rid of seams. For example, the 3ds Max baker is only synched with the 3ds Max scanline renderer, and particular viewport shaders. To completely kill seams, you…
The gradients indicate that your mesh is baking as all one smoothing group. Could be something wrong with the way you tried to set up mark sharp/autosmooth. Maybe you didn't mark the edges as sharp, maybe autosmooth wasn't checked when you exported. Could be a problem with the export, maybe vertex normals is unchecked in…
If you're baking a normal map, you should triangulate the in-game model before baking the map. You might have three different programs that use that model: the modeling program (i.e. 3ds max), the baker (i.e. Xnormal), and the game engine (i.e. UE3). If one of those triangulates the polygons differently than the others,…
I thought max did use mikkt, but i finally found a post on the max sight saying that doesnt. So much booo. I much prefer the render to texture workflow then the x normal baker or something along those lines. I know i can address these issues with some support edges / clever custom normals. Just wanted to avoid adding more…