Hi, I am exporting normal maps to UDK via Xnormal and am getting really bad seams, I've searched around but can't find a solution. The UV layout is shown as is the model in maya. I have set +Y to be -Y in Xnormal which should help shouldn't it? Is it because parts of the UV layout have been rotated? I have checked they are…
Hey guys, so I was doing some doodles on PS and I notice I had Xnorm actually on filters at the bottom. I used the height one and it gives me a normal map looking thing. I saved it out and applied it to the model I was working on and it defined my texture! So to my understanding the 2 ways I know of to get normals :…
Hello all, sorry if this is the wrong place for this, but I need some help fixing an issue baking a highpoly down in xNormal. http://imgur.com/a/n3nKv to see the issue i'm talking about. Everything seems to bake down great except the rim of the bracelet. Is this an issue with my geometry on the high or low poly? Or can I…
Hello! I have a strange bug in xNormal. I'm baking normal map from a heightmap. When I press Generate it will generate, but with strange artifacts (see below). They're randomily placed every time. Thanks for responce!
Hi I just started to learn 3D modeling and texture baking. I've tried to bake normal map for simple objects like sword or an axe. But I always got an artifacts. So I've decided to try this process on much simpler material. Here is classic cube low polly: I've used texture atlas to unwrap it manually. Then I've created…
I'm trying to bake normal maps using XNormal, the preview shows the map just fine but the file I get has transparency in the empty space of the UV map. This has happened with all the models I tested. Anybody knows why?
I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
Hi, I'm at a loss for why I'm getting two artifacts in my normal map. The model is a simple chair, low poly, high poly and cage made by transforming vertex components of low poly in Maya. -Problem- Subtle splotches are appearing on seat of the chair over the slight incline of the groove, and more apparent splotches are…
So I've been struggling with making a normal map for this helmet I modeled in zbrush (and retoppoed in topogun then uv'ed in maya) and from what I can tell the UV maps look fine iv'e tried a multitude of different settings setups in Xnormal and this would be the second attempt at a retopo of the model (cause I thought my…
Ok so I sculpted low poly , then from low poly i sculpted high poly , made the Uv map (fixed normals) and then exported it . I put it in xNormal rendered and i got this : See the weird parts, why does that happen ?