I have sequence of normal maps which are animated in sequence . were is the slot in 3ds max to play animated sequence of normal maps . i will place them on plane
First and formeost, you need to completely ignore anything related to the normalmap texture and focus 100% of your effort on figuring out how to export out the two skeletal meshes (say, body and head) so that they appear seamless once in engine - even without materials applied to them. This means that you have to learn how…
Hi guys, I'm programming an exporter and have run into a problem with getting the normals. For a box that's an editable mesh I have no problem getting the 8 vertices and the 12 faces (2 triangles for each side), I can't get the 12 * 3 = 36 normals though. Does anyone know how to do this? There is also something bugging me,…
Every time I try to make a normal map for this texture I get banding that only appears in the green channel. I am just trying to transfer the tiling normal to a flat plane. I'm still fairly new to Zbrush, so I'm assuming that I'm just forgetting something. In the pic, you can see the horizontal bands going across the map.…
Hello again! well I've been baking with Xnormal for a little while now with great success 90% of the time or so, but not this time! Look at that, on the inner side of the right side of the ancient gate! Baking anomalies, inexplicable baking anomalies! Now this is also occurring on the inner side of the left side, across…
I need a hint on what could be a good guideline when to use normals for movie production. See on my example mesh i've done, i did all the paneling with actual geo. Most smaller details i would like to add, would somewhat break the mesh and going one mesh-density higher would be quite overkill as well, as this piece…
I couldnt figure which thread to put this in since its talking about a cross section of all.. Ok here is something. Chamfer when you can versus using smoothing groups is what I take away from much of the discussion. Since smoothing groups when even able to be exported, are detached edges, so you end up with more vertices…
Hey guys, I'm in a game production team in school and we just got our schedule worked out from the producers laying out when assets are due. Our pipeline for the main characters seems to be going in this direction: Weeks 1-2: Model the low-poly characters (4 total) Weeks 3-5: Texture and rig the characters There is a major…
Hey PC people, In my effort to iron out my knowledge of normal mapping I am in the process of modeling an object and I am working on a floating geo. I have included images of both the low poly and hi poly. Now the hi poly has been turbosmoothed in Max and next to it is the low poly. Will I need more geometry onto the LP? I…
Hi there I tried using DDO for texturing a rock i sculpted in mudbox, but when i import the lowpoly version and its normals into DDO i end up getting all sorts of seams in the previewer, and it does not seem like the effects are applying either. Im fairly sure my normals are just fine, as they work perfectly when imported…