I have a basic power switch that I have modeled. Its nothing complex, just a box with some raised text and a few switches. I created a basic four sided box to encompass the high poly one and use as my low poly model. My bitmap size I am rendering out is 1024x1024. My problem is that nothing is rendering out like it…
Hi! So, what is this topic about? https://www.youtube.com/watch?v=2IyGmdCrDeg This brush material provides huge varieties of height/normal stamps with custom parameters. You don`t need a ton of alphas, you just need one tool. Feature list:- 4 Layers;- 33 Alpha presets and opportunity to use you custom alphas;- 11 unique…
Hey, quick question. I want to see if I have this right. Regarding inverted Normal maps showing up on one half of your model when you've have uvs overlapping with mirrored geometry. The error arrives from flipped UVs with tangent space normal maps is dependant on which axis you've mirrored your object in. So since for…
Good evening. What is the reason why the long thin(sliver) triangles are causing problems in the normal map? Can you recommend a source that I can learn from?
So I was running into a problem where I was getting a "ghost" seam on my in game mesh that for the life of me seemed to be stubborn about going away. No mirrored UVs, no UVs overlapping, no discoloration in my Normal Map via gradients or other abnormals, etc. I ran through everything I could think of and still had no luck.…
Going back to this again. Doing all all my bakes in Substance Painter/Marmoset Toolbag 3 and everything looks cool everywhere until i try it inside Maya or Max and it get's these small x shaped artifacts. Now i know it's because i didn't triangulate before baking. Question is - is there a way to fix it in Maya/Max (Like…
Hello I'm having problems while baking a normal map. When I bake something it covers the entire area of the UV texture! And according to the tutorial the only area that should be covered in purple is the area of the mesh I'm baking. Here are some images to explain myself: 1.Here is my selected object before baking:…
We don't use Unreal or Unity but last time I tried it in both of them, mikt or not mikt, recalculating tangents and binormals or importing them, they still can't render those normal map gradients perfectly ,especially on reflective surfaces . So IMO it 's better to get rid of shading gradients before you bake anything. By…
Hi everyone. This is the first time I am having a weird issue when baking a normal map (well, with the result of baking, I mean) and I am going crazy trying to figure out what can be causing it. Here is an image so I can explain myself better. The problem is that the inner edge of the polygons are making "artifacts" in the…