I don´t remember where, but there was an article abput baking ambient occlusion maps right into the normal maps. I just cannot find good info about that. So, what is the best way to use ambient occlusion on lowpoly models? I usually combine it with my diffuse maps but there seems to be a better way. Could you please tell…
Hey everyone. So I decided a while ago to enter the competition with Zac - a very interesting character who looks like a villian, but is in actual fact a hero. He looks a bit mean and rough...so I decided why not explore his childhood. After all, his scientist parents couldn't have had it easy having a son who was a blob.…
The reason you see this problem is due to lack of bit-depth precision. What that means is the normal map has only so many possible color values it can use to represent the data that it needs to properly compensate for the smoothing, in this case the difference between the lowpoly and highpoly mesh normals is very subtle,…
There's a new website for ShaderMap Tutorials. http://shadermaptutorials.com The latest tutorial instructs users on how to paint a normal map for an existing texture. http://shadermaptutorials.com/tutorial/drawing-a-normal-map-for-a-texture/ Here are a few images from the tutorial:
So I have no idea whats going on with this. Starting baking out test normal maps for this puppy and am running into a problem. Viewing the model from one angle displays the normal map as nice and crisp. Viewing it from a different angle (Usually from the opposite direction) shows it as all pixelated. I initially thought…
Just wondering if anyone has installed the new service pack for Max and tried creating some normal maps. There's supposed to be some bug fixes for it, and I know some people here have had trouble with normal maps in the past. Hopefully, it's all fixed now and we don't have to use a third party program anymore.
hey guys. i tried searching for this problem but didnt find anything. when i have a lot of materials all using normal maps, max starts to confuse them with each other. It will show the correct diffuse but will grab the wrong normal map from another material even though the paths are correct. is this some sort of memory…
Hi all...the struggle to get a decent workflow for normal mapping continues =D Does anyone know of any normal map viewer that's capable of baking lighting to a texture as reference for a diffuse map? The maya method is so finicky, and needs a pretty complex shader setup to do it even half decently. Freeware would be best,…
I'm not getting a Tangent-space normal map when I do render to texture I keep getting Object-space normal map is there a setting that needs to be changed? I'm using 3ds Max 2012.
Hi, I'm stuck.. I painted a grayscale height map texture on a character (like muscles) and converted this grayscale texture to normals. The problem is when I do it by converting b/w texture to Normals with NDo I get terrible Seams on UV islands.. I marked the area on uv layout where those parts meet. Pls help. I tried…