No, and definitely no. What is common though is people baking NMs and not understanding the process that they are trying to work through. I highly recommend studying (not just browsing) the wiki and stickies found on this site. Every single piece of info on the baking process can be found here. Written by pros with…
Is there any way to bake a normal map with alpha transparency in 3ds Max? Something like this: I want to create some normal maps that I can use in Substance Painter as extra details.
I've done everything to try getting rid of these, but all of a sudden Max2012 seems to have just broken on me. Render times are slow as can be, and now I'm getting these random dots. I've tried upping the resolution to get rid of these dots and sampling up and anything else I can think of. Not to mention this grid line in…
Hello dear community, today, I started with my first model for Substance Painter to get my training going. I'm just at the beginning of my journey. After I exported my mesh in the high and low poly variant, I imported it into Substance Painter to play around with my texture. After importing, first I got artifacts and…
Hey I cant seem to find any information on this problem. I have noticed it been doing it on different models and this isn't the first time. I bake my models in xNormal but when I use xoulis shader I notice tiny lines such as this. I checked my normal map in Photoshop and although you have to zoom in to see them, the lines…
Hello guys, I'm working on completing one of my first models ever and ran into a snag. My normal map looks horrendous and I'm not exactly sure what I'm doing wrong. This here is the picture of the high poly model. Here are the Low Poly and UV's I then proceeded to bake the High Poly suit with Xnormal, and got the following…
I'm currently looking to bake normals and my standard diffuse to a single texture, as the engine I'm working with doesn't currently support normals. (not yet anyways) I would use 3DS Max for this, but I don't feel like re-rendering my normals from Xnormal, and it treats Xnormal's tangents really strange. what would be a…
Maybe I'm missing something but does anyone know of a way to bake procedural bumps into a normals map using the projection technique? I thought it might be a nice way to add some additional flavor.
Hi polycount, first thread I started here :) I'm having a problem with my normalbake, I created a gun, and when I started to bake my normals from my high poly onto my low poly, my normals on the other side of my model are flipped. I used the symetry modifier to create the gun and I think the problem lies somewhere with my…
Making more progress! Started adding decals to the different areas and working on some buildings for the far background, loving how this is looking so far