Hi! I recommend to check out the wiki to get an overview. Maybe do some simple tests. Edit: The shading of the lowpoly is important. The greater the difference between shading of lowpoly and highpoly, the more work the normal map has to do. And the amount of information a texture can store is limited. To control the…
Hi! Here is a thread on the topic: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1 Edit: Here is a quick test with a shape similar to your example, trying to illustrate the subject. Geometry is identical, but with example A, I transferred the…
Thanks alot Noren for your detailed reply. Even though you aren't familiar with the referenced source there are some great advices you mentioned. I didn't model the stitches they are indeed textured in Substance Painter but I find they act weird after rendering in Blender and they don't really look as good compared to…
hi, i want to create an lowpoly mesh for ue4 in maya2010 with rounded (smooth) edges for ue4... but everything i tried, was not acceptable for me: - i made an lowpoly mesh in maya 2010 and went to zbrush and subdivided it several times, so that it looks good for me. - after this i exported this highpoly as an obj. - than i…
I finally found a solution, quite painfully. Here's the workflow that I found, not 100% perfect but that's definitely a starting point. - lowpoly and hipoly modeling in Maya - set a minimum amount of hard edges on the lowpoly to avoid too sharp angles (>=90°), and unwrap in a way that every hard edge is also a UV border -…
The problem is that you´re smoothing your lowpoly. Your lowpoly UV´s do not compensate the smoothing so they get stretched on the seams. Thats a major problem when your UV editor dont has the ability to create UVs that are optimized for subd-objects. UVlayout for example has this ability, the uvs may look strechted if you…
you can really do anything with normal maps- just note that this is the point in learning 3d where you are really going to learn there are many different ways of achieving many different result. Really the biggest thing is decide on an end result, and start experimenting with all the different approaches to achieving that…
As a follow up- Here is some testing with the head model Spudnik posted that was giving him issues. I spent hours on this model a few months ago and never thought to check the UVs. First I took the model and smoothed the whole thing in order to stress handplane. I re-exported that lowpoly, did a bake with his highpoly and…
Yep, let me explain a bit more the problem. Imagine you have this: 1. Lowpoly mesh without subdivision applied. 2. Highpoly mesh, sculpted with ZBrush. The problem with the current "height map" is that it's not a real displacement map. To be a real displacement map and to be useful to reconstruct the sculpted mesh using…
Hi! Don't understand why you flipped the y-channel either, as Painter-Projects can be set to either OpenGl or DirectX. What's your Painter-Project set to? If you flipped the y-channel of Toolbags Normal Map, I'd assume it's DirectX. You could bake in Painter see if it comes out any different, if so compare maps. Is the…