So I'm working on some modular pieces for the unreal marketplace, and trying to figure out what would be the most useful method to use to get soft edges on the models (non-unique textures), as they both has it's advantages but I would like to get some input about it. I made an example below, 1 is with edge loops and 2 is…
xNormal is not required, you can bake out normals with anything (zbrush, maya, max, etc.) and then add detailing to it in NDO, or even start from scratch with NDO without importing a bake. xNormal just happens to be a very useful utility that a lot of people use.
Don't bake them as diffuse. Bake them as normals. I had to combine a bunch of outsourced props that were spread over a bunch of (terribly thought out) texture atlases onto a single sheet. Bake the diffuse map and spec maps as diffuse (max specular bakes do not bake a specular color/power map), but bake the normal maps out…
@pableaux Yes, that's what I meant. I think the guy who made the tutorial i was refering in #1 has made a library for himself from small detail elements baked individually or at least separately from the main high poly object (which was a complicated environment piece) and then.. well the tutorial did not continue, but I…
I've just baked my high poly onto my low poly to get a normal map and I want to see it on the model so I can work on optomising and LOD After applying the material it just won't show on the specific model but will show on others. Model to the left is the problem asset. Object on the right is a standard box with the same…
Hello, I use the projection tool with normal map loaded. I need to make a couple strokes before I'll get what I need...the problem is that I realised that normal map is set to "overlay" or something like "blend height" and I'm no able to change it! Of course I would expect "normal/replace" type of blending. (it's…
Hey guys. I always wondered what the best edge flow for normal mapped stuff (and highpoly smoothing) is and decided to make a simple RTS-type building which I would then normal map (by baking a highpoly model onto it). While modelling the simplest prop I could think of, I came across a problem. Which of these two have…
Hi everybody. So ive been trying to figure out what is cousing that dark shading you can see in the picture below and im having no progress. Im trying to apply normal map generated from mudbox. Ive tried different uv maps, like having all the hard edges split and so on, but nothing seems to help. It strange that even with…
I'm a beginner artist currently trying to figure out baking normal textures to from my high to my low poly character model. After failing to figure this out on my own, I'm hoping there will be a wizz here who can fix my issue. The problem is that my normals simply aren't working properly after the bake, I can hardly notice…
Hello Everyone, I'm actually in front of a problem, when i baked a normal map in Substance Painter 2 i got this : It's pretty good :) , but when i make a render in SP or when i export the normal map in unity i got this : Some square artefacts appear but i don't know from where. When i reduce the quality of the normal map…