Hey PolyCount, I recently posted this to 3D p&p but it's kind of getting lost there with no replies so I figured this is probably a more fitting place for it. I'm in the process of trying to sculpt a barrel. I want it to look fairly stylized but i'm having trouble defining the edges and I think i'm getting caught in the…
Okay, so I've done some normals before without much problems, but this time I get this: Anyone ever experienced this? I can't seem to get rid of it no matter what. What the projection is "refering" to is the hi-poly version of an axe which is completely smooth. So I don't see any reason for it to get this weird. I've tried…
I know you're supposed to use mental ray for rendering ambient occlusion maps. But do you use mental ray for rendering normal maps, or do you use the default scanline renderer?
Hi guys. I'm having a problem baking a normal map in Maya and need some feedback. The bolts on my bearing caps keep coming out skewed. Is there anything I can do to correct this?
Don't know if this is the right place to ask, but it seems this is where all the technical artitsts would be. Anyways, if anyone knows how to apply normals maps in Houdini, whether tangent, object or camera space there are few people in the Houdini/Mixamo/Polycount Contest thread who would probably be grateful for any help.
Hi, I'm getting some problems while baking the Normal map inside blender I tried tweaking the distances but didn't help much so does anyone have some ideas how to fix it?I know that UV map is crap but this is just a test baking.Brown colored areas are causing the problems.
so baked this from prcedural textures in blender, but where there are right nag;es ie a kerb on the road in this case there is a weird greeny mustard color is this normal( not a joke ), would have expected a purply color tbh
anybody knows, if there is a way to display world space normal maps in maya viewports? the standard bump just has options for bump(greyscale) and tangent space. haven't found a solution for world/object space yet.