Why is the Smoothing Groups & Hard Edges section lined out? It looks correct to me, shouldn't you use smoothing groups? I just re-baked my normal map for my gun with only one smoothing group and the normals were completely destroyed.
When you say you were increasing padding, are you refering to the UV islands or normal map bake? At low texture resolutions this isn't entirely surprising. What does an object space normal map look like on your model in marmoset?
Heya all, so been fixing my normal maps for the first time and running into something odd. i thought it was the AO map but its not. anyone know whats up with this?
I have to do some relatively low res assets - at 2.5 px/cm. Usually with hard edges and normal map baking it's common to see a tiny little seam if you zoom in A LOT on them or if the texel density is low (it's not really a problem in most cases). However, this doesn't happen if baking in Maya - even at super low…
First of all, a thankyou to everyone that helped me generate a semi-decent map in the first place. Anyway, I am now forging forward into texturing. However, both the normal and diffuse maps are very "shallow" so to speak, and it is difficult identifying where certain islands end, as shown in the below images:…
How do people handle mirrored or reverse UV coordinates with normal maps? I know in game engines, its done during model loading or something like that, but how would I take renders with flipped UV coordinates? I can think of a workaround (put flipped UV shells in -1 to 0 and invert the red channel in the pixel shader for…
Seems no one saw this in the What are you working on thread, so here we go in here. Normally I post my tutorials in the 2D/3D section, but I know this is something a lot of people have been struggling with, and I want to make sure everyone has a chance to read it. I'm still not done, probably about 2/3rds of the way…
Hi guys, been trying to make 2 modular wall pieces, but running into a few problems and was hoping some of you guys could help me out. I have 1 big wall piece, and made a second smaller one to break up the pattern. But when i render the normal map, i get quite a different effect. Both pieces are in about the same position…
Hi, everyone! I load a OBJ file which is a bended plane into zbrush. Then I rotate the object. But I can not see the object's front face. I can only see the back side of the object. I think maybe this is a problem about the normal direction. I am a newbe in zbrush. How to tackle with this problem, please. Thank you very…
so I've got this character I'm working on and I decided to use multi tile maps for a better close up resolution. everything went fine, except for the normal maps. https://www.dropbox.com/s/ebb680xxnt93r2c/Bor_arms_normals.tga?dl=0 it seems that xnormal rendered the faces of the lowpoly onto the details of the highpoly…