Alright, detail everything is working fine but now specular is borked. http://img204.imageshack.us/my.php?image=specularwtf1mn3.jpg The left side is the back, right side is the front. Last time this happened it was with detail normals and so I decided to just rewrite the shader... detail normals work fine but now speculars…
Hello everyone, this is my first post on Polycount. so apologies If I haven't flaired my content well enough or something. So I've made this pillar in Blender, and sculpted the high poly detail in Zbrush. Now I'm trying to bake it. I'm having good results with pretty everything, except these kinds of faces. I wanted a…
Hello everyone, this is my first post on Polycount. so apologies If I haven't flaired my content well enough or something. So I've made this pillar in Blender, and sculpted the high poly detail in Zbrush. Now I'm trying to bake it. I'm having good results with pretty everything, except these kinds of faces. I wanted a…
Before exporting, set your normals to explicit with a edit normals modifier and also add a reset X-form, just in case. When importing, rest the normals with an edit normals modifier. If that doesn´t work, edit smooting groups by UVs with Xnormal and reset the normals.
Thanks for replying! What do you mean by a UV on a single mesh spread across multiple IDs? And I'm currently not using a cage for this bake, I'm using Substance Painter's Averaged Normal baking .
Oh wow, baking right out of the 3D app is a huge time saver, didn't think of that Used a normal shader that is linked there with 0.5 gamma (for anyone using C4D reading this ..lol) http://planetpixelemporium.com/tutorialpages/normal3.html Looks exactly like Xnormal in engine, but now with unbelievable AA and I can even…
hey guys, i have only just started learning 3d and i am trying to use xnormal. i have an issue with baking a normal map. i have searched the forums and checked tutorials, but cant quite seem to find anyone having this issue. (although i dont know what i am looking for which makes it hard.) if anyone can give me any idea of…
Hello, I have this problem with models where the highlights break where the UV layout has a seam. Please have a look at the full resolution image. No matter what I do I keep getting this issue. I've tried to: * making the low-poly (LP) matching the high-poly (HP) or making it smaller so just the edges touch the HP; *…
Hi, I working on my portfolio at the moment and I'm not really sure for what vert-count & texture size I should aim. At the moment I working on a small weapon laboratory scene in UE4 (like the ones in Deus EX: HR). The goal is to create a small FPS enviroment (one room so far, ~ 8x8 meter in real) with some interactive…
What's the workflow for a video game? Is it: sculpt high poly, retopo in zbrush by making low-poly version (drawing out the topology over the high-poly model) take the high-poly model into Xnormal and get normal map from that and apply that to the low-poly version Or is it: sculpt high-poly, get normal map from it in…