i followed on tutorial on baking normals and adding the uv splits to match the uv splits with the text tools from alec moody, i tried this scenario and also the other where i smooth my entire object as how i would want it with a normal but nothing gives me smooth curved edges. is there something missing, i also added alot…
Hi everyone :) , I'm new here in the community so all feedback will be really apreciate it. I'm doing some portfolio work with this SG Gibson. The problem that I have is when I export my normal map from Substance Painter, the normal map is full of some normal distorsion that didn't exists in the first place. 1. This first…
Hey guys! For the past couple of months I've been working on and off with a wall kit. I've been trying out a new workflow, I'm using the ultimate trim-technique from sunset overdrive ( for more info on the subject, check out http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques ) which is a way of…
Hey Polycounters, I am in need of some extremely high poly assets to use so I can brush back up on my mesh derived normal mapping skills. Any asset will do from a head to a building I just want to try a few new normal map ideas I have had swirling around in my brain from studying shaders over the past few weeks. I would…
Relax can normalize but it also relaxes trashing a lot of work. MoP's script just fixes the scale, preserving any tweaks you've done. It MIGHT be ok to keep trying to relax certain shells like boxes and cylinders as it normalizes the other shells because they're so simple but anything that keeps trying to solve/relax as…
If you want to learn normal mapping you should check this thread: http://www.polycount.com/forum/showthread.php?t=81154 It has a bunch of amazing info about the most common problems related to normal mapping. You could also get a subscription at 3dmotive.com (it's quite cheap, and there are a ton of amazing tutorials) and…
Your lowpoly and/or cage must be reading as all hard edges. Check it in the xNormal 3d viewer. Either it's been exported that way, or you've mistakenly set "harden normals" or whatever the phrasing used in xN is under the mesh list. (you'd want use exported normals, assuming you've exported the mesh with the correct…
that looks like the noise in ur normal map being turned bad by compression. id say leave those small normal map details to detail normal maps. to tests try and get the normal bake without that detail modeled in and see if it fixes it.
Hi Guys, I sculpted a Head in Zbrush and then retopologized it in Maya. I baked my normal map but I have some weird artifacts and I do not know what could be causing this. I unlocked my normals and them smooth the normals but this also did not help me. My mesh is for example not fully closed, can this cause the issue ?…
just for sanity's sake.. reset xforms turn to poly collapse put an edit normal modifier on then reset and unify the normals collapse redo your smoothing groups if it doesn't work after that then you've either ticked the wrong options in the exporter or in xnormal