Hello! I'm trying to achieve a perfect result in normal map baking, however, I noticed an issue while baking it in Marmoset 3.08 on the pictures, you may see the difference of baking in Marmoset (M) and a perfect result in Substance Painter (SP) do you have any ideas of what I might be doing wrong? cheers.
Does anyone have a solution to this issue I have been having with my Zbrush - Maya - Substance Painter workflow, when it comes to baking normals. Examples below; Zbrush - Maya - Substance Painter (For this example I have made no adjustments to the file in maya, simple import and export back out as OBJ) Zbrush - Substance…
Well, that was the point. I had the normal constraint on and it was doing something really abnormal. normal isn't supposed to randomly and erratically change position at each movement like this, it's a uniform move operation.
You need to spherize you vertex normals to get it to shade better in engine. Ive never used that scrips or worked in max. there should be a way in max to transfer a spheres vertex normals to your tree
Hey guys, having some problems baking some props, a small normal error is present resulting in a hard triangle like shape appearing, bassially its very annoying and i cant figure out how to get rid of it and cannot move forward with it there, I believe my UVS and low poly model are fine and the high poly looks fine also so…
Hi guys I'm having this weird problem this is the first time I've baked a normal map for a low poly model and I'm having this weird problem where I don't get any smooth UV and I have these dark lines along the edges. I hope someone can help me out. I quite need this before Wednesday :'( I've baked out from Maya's Transfer…
I just upgraded to max 2008, as I have been using 7 for a long time, had some money and thought this would be a good way to spend it. The only thing now is that I can seem to display my normal maps in the viewport. I don't have the checkbox 'DX standard display of material' like I had in max 7, and no matter what I do, I…
I have been hearing a lot about the hlsl shaders been used for viewport 2.0 display.Why are they being used rather than the normal shaders in Maya.I am also curious whether Maya's viewport supports glsl? Also the dx11 shader for Maya 2013.5,can it work with Maya 2013?I am using a geoforce 9500 gt card(dx9) so I am guessing…
Does anyone have any experience with photographically scanning materials to get a light-neutral diffuse/albedo, normal map, or a more robust full BRDF scan? I've seen an old Ryan Clark tutorial here: http://zarria.net/nrmphoto/nrmphoto.html And I'm curious as to whether anyone has set up such a system for a more…
i have created a piece of corrugated iron 3ds max. I have then tried to bake the high poly to the low poly. i am unsure as the colours seem to be blue rather than a purple colour. Wh is the normal map not baking correct