Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…
Hello, I've posted on this forum before and you were extremely helpful. So I come to you again with another problem as such: I have original baked normals from 3ds max, http://puu.sh/1SFfW http://puu.sh/1SFgQ As you can see, they look fine. However when I add text to the normals through Photoshop using the Nvidia Filter,…
I was curious whether max can use object space normal maps (from xnormal) or not. I have some object space normal mapped models I'd love to make some beauty renders of, but unfortunately I have no idea how I'd do that in max, or if it's even possible. Anyone know if it can be done and if the results are good?
Well that normal map isn't a good bake. The gradient will cause issues especially if the tangent space normals are not synced with the baking program and the engine. If you have a 6 sided object you need to have all the edges hard, and each face needs to be a separate UV chunk. Your original bake in xnormal looks like a…
Hello guys. I starting to learn normal mapping for hard surfaces, and decided to start with a simple cube. And yep I'm already having a problem. There's some weird seams all over the edges, and I can't firgue what causes this. All the cube's edges are hard edges(different smoothing group) with their uv's split. I used…
Sorry I tested that shader in max 2008, this version works on max 9 to. float4x4 wvp : WorldViewProjection < string UIWidget = "None"; >;float4x4 World : World < string UIWidget = "None"; >;struct app2vertex{ float4 position : POSITION; float3 normala : NORMAL;};struct vertex2pixel{ float4 position : POSITION; float3…
Keeping the mesh complete has helped alot. There's still some faint seams but I guess that unavoidable. I'm also using the Kaldera normal material in this pic which helps too. Unfortunately there is still some weird stuff happening on the inside of his legs and a few other places. I think this might be xNormal's fault…
Heya guys, So for some reason when ever I export the normal map on this flashlight it renders out like total garbage. The display in Substance Painter looks fine, but when i apply the map to the object in other programs such as Maya it looks awful. Can someone explain what the cause of this is? I've tried to export in both…
Hey guys, I've actually just used Crazy bump demo on a test of mine and it came out.. a billion times better. I have a million questions in my head but I can think of them XD Why can't I achieve a similar look from Xnormal? I mean, come on!! the options and sliders of Crazy bump are amazing. Intensified AO and normal…
Hello everybody! I'm Cg artist since 7 years, i work in the realistic photo render. Now i'm tying to learn the worklow for a games assets, i've just create a Boots 3d model in full poly and a low poly for the projection (normal map) but i've a big problem with that. i join a few images for explain my problem. In fact the…