Hi, im building a portfolio atm with mainly hard, non-deformer objects like guns and such. I've always rendered my normalmaps in tangent space, well, cuz that's what everyone else is doing... But lately when pushing normals to the limit I've started to see alot of advantages with object space(such as no sharp…
This is my first time dealing with normals and generally, this is my first realistic-looking model. I sculpted in Zbrush, retopo'd, and got normals in xNormal. I bring the low-poly into Maya and apply the texture from the polypaint that xNormal made and it looks like this: Notice there's a lot of odd blackness. I applied a…
Howdy all! I have seen (at least what I thought was) a way to use a polycard or decal material that would inherit the texture of any surface below it (or just be transparent) and apply a new normal without having to unwrap or spend the polys for vertex painting. I, however, am unable to do this correctly and figure that…
Hey guys, I started to study 3D 6 months ago and a week from now I decided to dive into the hardsurface on 3dsmax. I'm having strange artifacts on my normal map bake on substance painter and I wanted to know what I did wrong so I can fix it. I will post some pictures of the low and high poly with the UV and the terrible…
Thanks that helped alot, i never actually used edge split. I now have this weird thing on the split edge but ill probably be able to fix it myself . Also for who had my same problem you have to uncheck recompute normals then click apply or the normals will look weird ( look second image )
Hi guys, I'm have some issues with the normals on some stitches I'm working on for a hand. The the stitches get heavily distorted when I back them out from the level 7 of a model down to its Base. Here is how the high poly looks: And here is how it looks baked out : Here is my typology, maybe that's causing the model to…
http://img59.imageshack.us/i/xsinormalmapcheck.jpg/ This model was created and had a tileable texture applied to it generated from CrazyBump. (No HP bake to LP) Can someone take a look at this and see if it is set up properly. I have an option to pick Tangents or Vertex_color. And from my own eye, Tangents look better…
This seems to be the case and is same way it works in Substance Painter. The idea is just that it gives a convenient way to convert grayscale maps to normal?
Solid advice. Except for recommending objectspace. This type of normal map is mostly avoided in game development since it's very difficult to compress properly, so it eats up a lot of your VRAM memory budget (which is a very constrained resource). You can use objectspace for a portfolio-only piece if you want. But game…
It looks like your normal map may not have pixel padding, so you'll want to enable that in Zbrush if it's an option there. You might want to consider importing the high poly mesh into Toolbag and baking there as well. I wouldn't recommend saving the normal or albedo maps as jpg either - jpg uses lossy compression and will…