Heh, that's funny. I was there when the deep graphics were written. In the early 2000s GPUs didn't have enough VRAM for baked normal maps, and didn't have enough zoomies to run more than 1 simple shader calculation per pixel. When you did see normal maps, it was only as tiny tileable detail normal maps that would help sell…
So here are the results from a quick redo of the smoothing groups and topology, as well as a quick uv map. This is primarily to show where you should have hard edges and split uvs, you shouldn't necessarily unwrap it the same way I did since it was done really quickly and without worrying too much about texturing. You'll…
You low poly model have same shading gradients. I would try to get rid of them first because whatever perfect it may look in Substance it still might be there in actual game engine due to normal map compression , screen space something etc . At least I saw them in Unreal4 , haven't tried v5 much. Having low res model…
@poopipe Yeah I would think Unreal should support detecting mirrored uvs out of the box without any additional shader logic, do you have any additional tips on how it should work? @pior Thanks for the link to that thread, I've been reading through the thread and other normal map pages on Polycount. It seems like much of…
Hey ace, I've spent some time with the alpha and I am very pleased with the results so far. While digging into the process of applying a normal map to a shader I found two differing results: In the shader I created the line that read the normal information from the texture reads like this:float3 normalLocal =…
So I can't find a place to ask questions about toolbag 2 errors. So I'm just going to post up in here. Using xNormal to bake and xNormals tangent space to view my maps in toolbag, but they are displaying broken in toolbag and correct in xNormal. The image below shows rather harsh black tips on the ends of the spikes on…
Another update. Spent The past 2 days figuring out how to work XNormal efficiently, baking, collating and cleaning maps. Hopefully it's starting to look ok and come together! Renders are with max default light and scanline Back Normals Front Normals Back Normals and AO Obviously the AO is fairly dark in places, but it wont…
Its very primitive, but I am trying to give a more updated touch , its normal maps and stuff had just been implemented and is not very advanced, themaximum number of texture size is 1024 and there is a limit in dimension of objects, so I am trying to make a superbig mountain but I do not want to use a single 1024 texture…
Agreed, had these problems due to setting smoothing groups on a low poly car mesh and had to repaint the normals in a few areas. That's why now I can start to understand it's best to make the high-res first and then down-res everything for the low poly:poly142: Should stand to reason if you can create those chamfers at…
I saw the fg in one of the ao tutorials on the net. Lots of bad info out there. After a long time on my own trying to figure these problems out is when i came here for advice. I've tried every method you can think of and it looks like crap. You are absolutely right. I already have hq normal maps to work with as these are…