Hey guys quick question, I'm working on a enviro in UE4 and am still getting the grasp of PBR textures. I still use the original technique of diffuse spec and normal and am getting into the albedo, roughness maps. Is it okay if my environment has a little bit of both types of textures? Some props that use the original…
Here’s my final submission for the Fairy Tales Reimagined Challenge from Flipped Normals. Sculpting : ZBrush Retopology/ Modelling : Maya & Blender Textures : Substance Painter Render : Blender Eevee And some grading with Photoshop Waiting for some feedbacks from you Polycounters. Have nice week everybody ;)
Now I know why it is happening and how to fix it: "Insert an extra edge" But this just makes me wonder. Is this really the proper way to do this? Is there not an easier way? I tried thing like editing the tangents or splitting the surface around it's edges. But these methods did not give proper results. (I might have done…
I'm going to guess this is in Maya? You need to tell us which apps you've used if you want help. It looks like the normal map is being applied as a bump map. Make sure you've set the shader to use "tangent space normal" instead of the default bump map.
Hello, guys! Thanks for trying to help me :) Everytime I import this mesh into UE4, I have this message (Nearly zero bi-normals...) I exported it from blender 2.8. FBX file. UVs are good. I don't know what's problem, could you help me please?
So a friend of mine ran into a weird issue with 3dsMax when rendering Normal Maps. It was flipping the green channel for one of the UV pieces. Taking that piece into PhotoShop and inverting the green channel fixed the issue but I was wondering if anyone has run into that before and is there a way to force 3dsMax to render…
So that's what I have. You can see the problem in the bottom left of the plate with the normals. I'm using 3DS max and I imagine the problem has to do with smoothing groups. Can someone throw out some ideas regarding correcting this issue? I would be very thankful!
hey guys im am following a tutorial and am trying to bake in substance first time trying to bake there and it finishes but nothing changes my normal map looks black and i dont know what i did wrong any help ? High poly = obj and Low poly = FBX as said in tutorial i really dont get why it isnt working
Hi everyone, here is what I' m working on , for an australian contest.. the finished thing will be a 6k normal mapped character.. I decided to go for a fantasy "Thai" fighter.. anyway, here is where I am so far.. http://kakikukeko.free.fr/sumea/latest.jpg http://kakikukeko.free.fr/sumea/head.jpg…
Best option would be getting a new PC, i usually get a new PC every 2 to 3 years but I think it has been almost 5 years now. But I'm kinda on a tight budget. Your last option sounds very good but I'm not that familiar with ZBrush and cannot seem to bake a normal map that way, I can do that just for a single object/tool. I…