Yea. Unsure whats causing this. Reset the xform on all. The cage is far enough. Is it the scale of the object possibly (ie my object space)? Shouldn't be because I baked other objects in same system (cm) with no issues that were smaller. Any tools in Max Im ignorant about that would highlight problem areas? Here is the…
I'm primarily a UE4 user. I have been using Bitmap2Material 3 for quite a while. I think its quite a nice replacement for Crazybump which I don't use anymore. My biggest complaint about these normal map / height map creation software is that the heightmap never looks good. The normal map usually looks good from…
It should be straight forward. 1. Assign proper hard/soft edges on your low res mesh. Vertex Normal toolkit FTW! 2. Set desire round edge shader property 3. Bake an Object Space(OS) normal map in Modo with bake distance of 0(zero). 4. Use Xnormal(or Handplane) to convert the OS normal to tangent space. 5. Now you can go…
I am having some issues with channels innormal maps in xnormal , and skyrim compatibility , seesm that for some reason skyrim wants the green channel in place of the red and viceversa , how can I sed this up to be done in xnormal without passing for photoshop work ? Rotate 90 CCW (inverted Y): Rotates current normal map…
Are you sure those artifacts are baked in? The low poly could have those viewport lighting issues by default and slapping the normal map over the top doesn't get rid of them. Also know that the viewport is horrible at displaying normal maps doesn't really matter what shader, it fudges up regardless. This very long thread…
I have read a couple of these threads on the forums with people having problem with normal maps and I am one of those. I had some major problems when I was going to bake my airplane so I broke it down into one detail(Exhaust) but that does not work either. Maybe there is an problem between 3Ds max and xNormal. Highpoly:…
To answer the question about how to paint a texture while using the normal map as a guide, there are a couple ways. Probably the best is a 2 part process, you bake AO for the model, and have it as a layer in photoshop to get the placement of everything, and then use xNormal to create a cavity map (EMB) from your normal map…
Hi all, I made a new blogpost, Normals and Normal Map Theory, with some info regarding normals for artists starting out. I hope that it will be helpful to some of you.
I've been wondering about this I learned about the face weighted normals. Is it possible to make a normal map using the ready mesh (bevelled edges and changed shading data) as high poly and the guide mesh (the one we use to create the ready mesh) as low poly? High poly that was created with face weighted normals ("ready…
Hi, so i tried it but at least for the Normal map it didnt work... :-(... I tried it rendering in 3ds max side by side the 10 000 poly version (the "second original") but on the 1000 poly version with normal map rebaked from normal map of the "second original mesh" in Xnormal, there were visible "artifacts" or how to call…