i am still not very experienced but i think smoothing and uv splits are applying different smoothing groups based on where u have split ur uv or spliting uvs based on ur smoothing group but maybe i am not entiirely sure about it and did u export ur objects normal while exporting? and did u use use exported normal in…
I`ve modeled a model in zbrush with some subtools .. i polygrouped every subtool and then unwrapped the whole model . then i used xnormal to bake the whole model at once , the results were bad ... so i tried baking normals for each subtool alone and the results were good ... the problem here is that now i have different…
So yea I'm trying to create a normal map/s for this gate way arch thing and I'm getting these wavy lines every where and what I'm guessing are seems every where too. I'm running at my wits end. -_- Also I'm using maya 2012 and since at this point I'm kinda losing hope, but I'm using maya baking and xnormal. lowpoly…
tbh the issues in first post look like a triangulation mismatch between baker and renderer to me. put that turn to poly limited to 3 on top of your stack and use that to bake and rendering (in engine, or max) and as long as the tangentspace is synced (ie. MikkT) it should not happen like that. its a bit odd as it looks…
There are a handful of military weapon models created from scratch that I would love to put onto a 3D asset store and see if they sell but before that must first conquer these normal mapping noob mistakes that always turn out horrible. Tomorrow the whole day will be dedicated to creating super simple normals and going from…
Hi there ! I'm looking for a way to transfer normals from a mesh to another, to achieve some decent foliage vertex normals. I've tried : Normal Thief, the script launches, but result in a crash to desktop everytime I hit the action button. Noors Normal Thief, nothing happend when I try to launch the script with both…
Hi guys! I've read the normal map thread but i can't really get what is wrong with my model... I've got quite a lot of detail on zbrush, but after exporting the normal maps with xnormal, my mesh gets washed out... i just wanted to know if this kind of problem is the common (since the amount of polygons is significantly…
Hello. I'm working on a character and I want to use several 4k maps for the mesh so there are more details visible. I sculpted a high poly mesh in ZBrush, retopoed it in 3Ds Max and broke the lowpoly into 3 major pieces - body, arm, head. I exported each piece as a separate .obj file and loaded them all into xNormal for…
the real question is why you are using the nvidia filter. If you cant afford a copy of crazybump, there is shadermap and also xnormal has a height to normals tool and photoshop integration to boot. if you want to layer detail I suggest you do it manually instead of using a tool where you have limited adjustability.…
So I created a simple cube in maya with default uvs, then duplicated it and beveled the crap out of it. ive then averaged the normals on both meshes and exported them as objs (also tried with that sMB format). Now if i use maya transfer maps, i get a perfect normal map, works great. But if i use xnormal i get 2 seam lines…