I can not bake an Object Space/World Space Normal map without using a projection modifier and a (highpoly) reference (It defaults to a tangent based NM). Tangent based maps can be baked without a projection. There are two reasons why I want to generate an object space Normal map without a projection modifier: [1] Use the…
Tesselate with tension set to 0 will change your normals, too. (The normals in the middle of the tesselated flat plane are parallel to each other, so the interpolation will be happening closer to the original edge.) Subdividing or tesselating with tension will change the normals but will bring the lowpoly closer to the…
So i was doing some practice with normal maps and looking at portfolios as usual then all of a sudden it hit me. Why is is t that people always seem to use Tangent Space normals when doing normal maps for stuff that will be in the environment? like a rock wall or something? I mean it won't move or animate so why use…
I see many rock objects in megascan have each own normal map texture for each lod level. Is it a common practice nowadays? Just wonder because I always tried to do it look ok with a same single normal map for all lod levels. it makes a lot of pain in your a... although . So having a new normal map for each lod looks like…
So I am making all the models (low, high, cage) in Maya and I'm trying to bake the normals inside Substance Painter. I have 3 texture sets with no overlapping or flipped UVs. The cages are made for every mesh by pushing the low poly verts by their normal till I fill the entire high poly so they have 100% the topology. I…
That fixes it. The problem was in smoothing groups and and how Maya (or Max) handles it when using smooth normals or set normal angle tool. Yes, thin triangles are causing the dark lines, but removing them does not address the shading issue. Using the Edit Normals Tool and setting all the normals to the same value helps…
So far I have fixed manually but as for the "cage" to see what was making the problem I have imported the 4 milion mesh into 3dsmax ... apart the lag trying to rotate the thing , I could check that the planes ofthe poly did follow quite well the shape of the high poly one , so I didn't see any problem in it , yes there are…
in response to @mastershokhan I used Xnormal to bake. Basically you need to transform the fibermesh into a 3D mesh (Polymesh3D) Exports the high poly OBJ (you can paint the model/fiber with polypaint and export, the polypaint information will be embedded inside the OBJ file *this is just vertex paint* xnormal also read…
Greetings everybody, I have a question regarding to normal map re-rendering for a merged group of objects: The task is: There is a group of objects, each with itsown normal map, what is needed is to merge them into one, update UVWS and tranfer information from exsisting maps to a new one. To perform that I attached all…
Hello guys, ive been facing this problem from time to time..the problem is after i bake the normal map(in maya),it comes ok in the initial bake mesh.But wen i load the map in the original file ,..i get this black shading and its not a flipped/reversed normals.(the bake mesh is the same original mesh that i dublicated and…