I'd recommend trying to bake with Xnormal as well. It tends to produce clean normals with a little bit less fiddling than Max. Also, maybe post your normal map.
Does anyone know a way in Max to show both the normal map and diffuse map in the viewport, and have them update automatically after you save out new versions from Photoshop. I can get both to show up using the DirectX shader (pink cube), but they don't update if changes are made. I'm using Max 2009.
Technical Talk seems more germane for this https://polycount.com/categories/technical-talk 1) Check your edge normals there. Hard normal edges that aren't separated there for the UV seam will increase the likelihood of a visible seam. 2) Your bake cage is bad.
Hi, does anybody gets the similar issue on the mesh in unreal? The normal map looks fine in Substance painter or Marmoset, but not in UE4. How to get cleaner mesh without this black artifacts in UE4?
Hi All, I have a problem with baking normal maps from multires in Blender. Texture settings are correct and i don't see any other options i can change. I use multires baking what don't let me using cage. I have artifacts on the edges of the object. I wanted to know if any of you have a way to clean bake.
I have an asset I bought from the UE marketplace but I'm not super happy with how the wear matches my scene and would like to do a retexture. I recall having a Photoshop script forever ago that generated curvature form my normal map but have lost that. Anybody know of the script, or can explain the process of taking the…