Those arent my lightmap UV's , these are them http://i229.photobucket.com/albums/ee301/knak47/Polycount/tekleporter_uvLightmap.jpg Its something with the normal map and how its reacting to the lighting. as for you're other thoughts. I did bake my Normals in Max and import them, The compression setting is set to…
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…
Hello, I would be very grateful for some feedback on my work. It is a short video demonstrating work I have done for a University project; using animated normal maps to enhance a facial rig. [ame="https://www.youtube.com/watch?v=xtQIywd0n5I"] http://www.youtube.com/watch?v=xtQIywd0n5I[/ame] In terms of reaching my original…
So I have two normal maps, one for my overall terrain (1) and one for the terrain materials (2). http://prntscr.com/6l7dg6 What I want to do is blend these two together effectively. The 'add' node seems to work well but it reduces their impact. I want to use multiplies on each to increase them, but once I add that second…
No problem. I'd also second what Dan wrote though. In ZBrush you won't be able to edit the normals of a mesh (that also means no smoothing groups) and it doesn't allow you to specify what tangent basis to use for baking (necessary, in order for the normal map to behave properly inside a game engine). ZBrush might be OK for…
Hello, How do I fix these kind of normal map errors, as I seem to get them all the time when I bake a high poly normal to my low poly mesh. Thus far I have tried it with xNormal and substance painter, with xNormal I have tried it with various different meshes. FYI I use 3ds max's Subdivision Surface tool.
Here's a screenshot of my normal map and when 3DO is on nothing shows up. If I refresh nothing happens, Now here the same texture but with a different save handle "BaseMaterial [Normal].psd". Now 3DO takes in the normal. Butttt...... When I make a displacement map nothing shows up again..
Yeah , trying to do some slightly more techincal stuff. Just thought bevelling edges was the way to go. Any suggestions as to the best script for bevels. Meshtools perhaps? Also if I buld in my bevels manually, then would I delete them after baking my normal map or is it just not possible to make a right angle look round.…
So i have recently taken hard surface modeling as my main Workflow but i get these weard problems in some parts in the normal map. See these pictures here: https://gyazo.com/033eefd59a46ccba7f5c5844e8ab6534 https://gyazo.com/3fbb017213c9a2533858a30e7638f289 Are these common to happen in 3Dsmax Normal map baking? Are these…
Are you telling me to import my normals map as X+ Y+ Z+ then ? Because this doesn't work. Or do you suggest to bake without the tangent and let xNormal calculate them with the algorithm of Mikk (Mikk - TSpace in xNormal) ? If so, why Epic suggests to import our tangents/binormals if we don't use them to bake ? I'm just…