https://youtu.be/johsKkowXPA Using RVTs to make roads in UE4 terrain. I've not been able to solve this flickering/shimmering issue that occurs when noise or horizontal lines are perpendicular to the sun direction in the normal map. Driving me crazy! Would much appreciate any ideas about what the source of this problem…
This bad shading only appears when the normal map is being rendered. Seems like the normal baking process is going wrong somehow. How can I get something more like the LOD normals for the Bethesda's mesh? http://imgur.com/ltS9qXA.jpg
May be some unwelded verts inside the low-res left eye (his left). Or it could be the normals are wonky in there, try a Normalize or whatever the option is in the Normal modifier, can't remember, don't have Max here. Ultimately you might have to re-mirror the mesh, (his) right mirrored to make (his) left. Oh also, could it…
I have a mud layer at the top of my stack, however the fabric normal map from the layers underneath are showing through it making the mud look weird. The mud is supposed to be more reflective and thick, but the normal map underneath is ruining it. I tried changing "Norm" to something else, but had no luck yet. Can someone…
Hi polycount ! I'm working on a scene based on a concept of Viktor Jonsson; I did a quick blockout of the scene and I started to create some HP elements. Just for testing, I tried to export a little mesh to UDK... and I get some problems. I tried to import into UDK my mesh with .ASE and .FBX formats, making sure to check…
I'm not very familiar with how Maya handles normal maps and searching to find a solution returns too many results for too many different related issues, so forgive me if this exact thing has been asked before. I was sculpting details on a model in Cinema4D and after baking them into a Normal Map they looked fine in both…
Hi Guys. I am currently making a game for a university project. I am having trouble with my character model looking as though its normals are set to the face. and even though i have normalised them in maya it still looks blocky in udk. The stranger thing is that when i import it as a static mesh (ASE file).. the normals…
It seem to be a problem of reversed normals. Check all your normals are pointing outwards. I guess you flipped and symetrised your geometry. DDO interprets the normal like being inverted!
There's a couple of options you can take a look at. 1. Edit the base normal map with NDO - not the one that DDO is currently using in its *.PSD structure. Once you're happy with the result, run DDO's Reimporter to rebuild your masks based on the new curvature information from your normal map. 2. Use a Bump channel to add…
ok I doubt I'm going to stumble straight across the answer this time I'm trying to render a normal mapped model with a bump map also applied. I can get straight forward bump maps to 'chain' ok and blend, but it aint working with the bump node set to tangent space. in software renderer, the normal map appears as if it were…