Does anyone know any way to get normal map self-shadowing to work with mental ray? With Depth Map Shadows is preferred. I am trying to come up with an alternative to baking ambient occlusion in Maya. Thanks.
You've been a great help so far, thank you very much. I am fairly new at zbrush so how would you go about isolating the seperate meshes in zbrush if I export the whole character as a single .obj? How do you normally go about baking your normal maps? Is it a separate program?
Im getting this annoying problem happening when Im painting and create a normal map from bump for this tileable texture. The whole texture turns black except one little section. Any help and suggestions would be greatly appreciated.
Maya is giving me a hard time when i try to render my normal mapped meshes in mental ray. Here are my render settings and a picture of the problem. I have my map as tangent space and it looks fine in maya hardware:
Hey guys, I was wondering if any of you encountered this weird issue in Marmoset 2 with normal maps: It seems odd since it doesn't fall right on the UV seems and just random. Baked in max. Any ideas would be great!
Hey guys. I'm just curious if the edges shown in the second pic is going to show off in my normal map? The first pic looks pretty smooth, but as I look from another angle these sharp edges appear. Do I have to find another way or can I leave it like this? I can obviously model so it's just one part, I'm just interested in…
This is a glorified cylinder, but I'm getting lines as you can see from where the smoothness of the hi-poly is being translated onto the low poly. Is this just because I don't have enough loops on there or something else? Also, the other thing that is bugging me is that I have floating panels on this thing, but the normal…