I get slight noise in my normals when rendering in 3Dsmax(Banding with Xnormals), all over the render area. I've use the settings for rendering, Hammersley with catmaull-rom. I've tried rendering a simple object onto a plain, and still get this noise. I've tried baking with a 16bit texture format, then transfering it to…
Well i have this issue where i can't get any color beside blue and purple on my normals with NDO2 as you can see here http://www.quixel.se/forum/attachment.php?attachmentid=1309&d=1375970230 the bottom and right side have the exact same purple color while the top and left side has a white color? Anybody know what could be…
I thought that i was able to figure out problems when baking normals but i guess i can't xD. Having problem with only one mirrored piece in my scene, i am using the right tangent space, and i also have tried to make the shading on the lowpoly flat using sharp edges but the seam persists, also tried the ''Fix Mirrored…
I have asked this before, and I used to use xoliul shader, but it does not seem to work for 3ds max 2013 and his website seems to be down :S I have found another one called 3-point viewport shader, but that will not install and their support email has not replied for afew days now. I have also been using Marmoset which is…
Hi Guys, I am working on an interior scene that is affected by exterior light that is passing through a crack in the cieling. Some of the shadows do not reflect on the wall mesh ( it is almost like a dome) despite how high the lightmap resolution is. And second most important is normal maps flatten completely inside.…
hey I'm new here, heres my first Zbrush model amd here's the low poly base made in milkshape, it's 3500 polys, I'll probably get rid of a few polys. I'd like to put him in Doom 3, but I'll have to make all new animations so that may or may not happen. I want to make the normal map in 3ds max 7 but when I try to import the…
Thanks for the suggestions guys! We were able to figure it out and the issue was the mesh coming in from Maya to Unreal. It was a couple of check boxes, one in Maya to export Normals and Bi Normals in the game exporter and then unchecking LOA's in Unreal when importing the FBX.
Hello Polycount-users! I feel very uncomfortable for asking this question, but does anyone know a good tutorial where the different maps get explained in detail? I mean what is normal map, diffuse, specular etc and how to create them and what you should be aware of in order to create them. As i always had put my hands on…
So i always thought this was a doable thing? It looks like the tangents go a little nuts when i rotate my uv's even though it's a flat plane? I could understand if the grooves weren't lining up. and the bump was off there, but the whole polygon shading has be a little baffled. I think i've tried everything, left handed,…
Well stoked am I, today I created my first asset all the way through from low poly to hi poly to normal map, spec, and diffuse. I learned a ton, and can't wait to move on to my first character using this awesome new tech. I was surprised how much faster it is to texture using all the new bells and whistles, vs handpainting…