im using projection RTT normals, this is a test bake. This is what im getting. Could this be because I moved the meshes so far from the origin? because these are weird colors Im getting. Im not getting any ray misses.
(Not sure if I should be posting this here for in UE4 forum. Sorry mods if this is wrong place!) I have a bunch of rocks that I’m creating some giant cliffs with. The way I made them is I baked each rock (there’s about 10) from a high poly, then in my material setup I’m using the normal map along with a mask for edge wear…
Was wondering if it was possible to create a second material for an object and just invert the Red value of the normal texture to essentially mirror it. Anyone try this? Or know of a way that actually works?
Found those lines on normal map where UV islands connected I can't paint on them or cover up problematic UV's circled in red this one is another UV island, but have the same problem those lines also visibile in UE4
Been playing god of war and was inspired to make a project. i dont have much done right now, im just starting to texture one of the main assets and I dicided I want to get to the bottom of a problem i've been having for a while. My textures always seem really low res, i can never get any small height details to come out…
Hey PC I'm have a weird issue with my normals or maybe it has to do with marmoset. I have a a half UV shell baked out and I'm duplicating it and combining the two meshes into one. Below I have a a image of the problem.