I am getting weird seams in my normal map. This is just a basic trim baked down into a tilable trim texture which I then projected on my window model. I've done this before in Softimage. I'm not sure why it is giving me a problem now. The screenshot will show the result and set up. I used Ultimapper. I'm getting this seam…
Hello Polycounters I'm having a problem were I get get baking issues in between the fingers of a glove I'm making. Here is my normal without the cage. I tried adding blockers, but that didn't fix it either. On top of that I'm having a issue were my bake looks better without a cage Here is my normal with a cage Here is my…
The areas you have highlighted are pixel padding, perfectly normal, its important to make sure your normal map works correctly with mip mapping. Apply the normal map to the model and post a screenshot before asking any more questions, its impossible to "debug" a normal map without seeing it on the actual mesh. Also, read…
By slope do you mean "chamfer"? If thats the case I need to fix that since it is most likely at a 90 degree angle. Ive been using substance painter, I don't fully understand what some of the options mean (dilation width, etc.) But, I was going to try and use 3ds max render to texture. However, nothing pops up i'm thinking…
so on the left side is my low poly... on the right side is my high poly... because the high poly is smoothed, it is therefore SLIGHTLY smaller (in size) than the low poly... so becuase i wanted to make a normal map to be put on the low poly, i am concerned about how the 'difference in size can affect the outcome of my…
A plane has a positive face and a negative face, I think, where the latter has no normal just a black face. How can I get normals on both sides of a flat plane? For example, a hair plane. Ive thought about making an uber thin box method and I couldent find the option anywhere else, there must be a better way. Thanks!
So i've been working on a scene in UE4, and currently working with a tree texture, throwing it in UE4, i notices that the normal map was to noisy and to strong. My question is, how do you guys tackle normal maps so they are even througout the scene?
So, we've got this strange problem on our normal maps... if you stand one way in the light, the normal map works perfectly (individually they work, at least). Turn 180 degrees, and the lighting is backwards (see below). Obviously its not as simple an issue as flipping the red/green channels, as that simply reverses the…
Hey guys! New Polygon poster and member. Been doing the modeling and texturing thing for a few years now but it's only recently that I've been trying to step up my game with, well, game knowledge, and normal mapping seemed like a logical thing to be working on. I have the basic workflow down, and have even seen success…
So I used Transfer Maps in Maya to transfer a normal map from my high poly mesh to my low poly mesh. I can't understand why I keep getting a green and pink band on my normal map or small discolorations on the edges.