Can anyone describe the typical workflow for creating somewhat complex layered normals from handpainted textures with nDo2? So, of course with this kind of handpainting, I attempted to add value and hue variation in the diffuse itself to communicate certain things, but I udnerstand a simple extraction from this will create…
Sorry for posting about this twice (as I've just posted about it on my WIP thread) but here it goes. As you can see I'm having an issue with normal mapping my symmetrical T-Rex. Feels like I've tried everything and nothing is working. Can't seem to understand EXACTLY what the problem is. Really would appreciate it if…
My normal map after being baked shows up black? any idea what i did wrong? I changed the map type under Bake Model Information to World Space and the results were the same. I froze transformation before exporting and nothing still. I posted in the official forums and i haven't had any help from allegorithmic :[.
Using 3ds Max 2013, I was rebaking an object. The normal map has changed color, dramatically. I am trying to figure out what is going on. The lighter map is wrong in UDK. I am not sure what to look up to understand this problem. I have been trying to bake cubes with different settings to recreate the error, but no luck.
For baking normal maps, as a rule of thumb if your mesh has edges that are 90 degrees or greater, that is when you harden the edge and split UVs? or is that not necessary? If your weapon model doesn't have a contiguous mesh and is made up of different pieces, that is when you do an exploded bake. Then the next step would…
I have a tesselated flat plane that I offset in the shader with world position offset. My problem is that all the normals stay the same and point up. The shader is using simple math to offset the plane and is not using any textures. I want to get the same flat shaded look that green mesh has. Any ideas on how I could solve…
I modeled a medium/highrez head for a normal map. I would like to know what are good ways to optimize it so i can have a lowpoly out of it ? is there anything that some of you guys do/use to de-rez a head ? or do you just re-start from scratch and rebuild something around the highrez one. thanks
two characters I'm working on right now. Finishing up the low poly versions then I'll finish up the high poly detail and lay in some base color in zbrush before doing the normal maps. feedback is welcome, especially on the topology of the low res models, thanks for looking . sketches are here if your interested:…
Is there a good way to do this? Normal align seems to do what I want but it's completely unaffected by snaps which makes it annoying to place things correctly. Any ideas?