Hey guys. Basically I faced the issue with baking normal map in xnormal, so that is what i have on particular model of tree: . Maybe, maybe I've chosen not the smartest way of making model but I used tutorial and basically made high polly of tree, then made low poly from it using low resolution zremesher. I just started…
Something I'm still a tad unclear on is the best way to bake out a clean normal map from a model that combines both zbrushed and pure high poly modelling stuff. For example I model a knight, and make the head and hands as low pol models and import them into vbrush for some usual work. The armour however needs lots of clean…
Google has failed me yet another time. The sadness of poorly documented problems. Anyways! I am having some real issues with normal maps in 3ds max 2011. I've been using the symmetry modifier to preserve some UV space, and I'm getting all sorts of issues such as overly visible seams and normals on one side of the model not…
Hi, at first sorry for my english if you find any error. I´m working in a character and I´m having some troubles with the normals baking in some areas.I´ve started with the high poly sculpt, followed by the retopologized low-poly. The cloth has a sewing lines wich separates the diferent parts of the pattern, and the main…
Hello, I have spent the past few hours try different key words to figure this problem out. Right now I am trying out Marmoset 3's normal baker and substance painter workflow. I was blown away by how amazing the Marmoset 3 renders look, however, when I import into substance painter 2 I have massive seams at my hardened…
These errors are caused by a projection issue. Basically, when shooting out a ray to hit the high poly model, to figure out what the normal should be at that pixel, the ray is missing the area it should be hitting. You'll want to bake your normal map in a program other than maya and be sure you're using a cage for the best…
I'm not sure if this is just a Painter problem but I have a piece for a film of a character and because it is for film the there are many uv cuts on the face to get better resolution. There are visible seams where the cuts are that you can see when the camera is up close. When I texture it isn't a problem from the diffuse…
Hi Sunray, The reason you are getting the issue is because you are reloading/reprocessing the normal map via The Integrator. This is only a potential problem if you reload the exported normal map via the the Norm/Deriv button, which you should really need to do if you are using out Baker. The exported "baked" normal map…
Normal map have nothing to do with vertex colors, they are completely independent of each other. I would suggest you to take your time and just look into official documentation (looks like you skipped this step). Completely unrelated to your issue @Obscura made good mention about blending of extra "detail" normal on top of…
Looks like that detail overlay you've put on in Photoshop is nuking a lot of the underlying normalmap detail. How are you applying that? If you're generating from the NVidia filter, make sure that you set the layer's blend mode to Overlay, and to Image -> Adjustments -> Levels, change the channel to "Blue" in the drop-down…