Thanks for that! Sorry for the double post, and the late reply. Forgot to check back in for a little while. I unfortunately don't have any work saved. I never got anything I was satisfied with, and just kept restarting and playing around more with the brushes and filters but could never quite get it right. Not too long…
I have noticed that you no longer have to do this in max 2010 and above. The normals now seem to bake just fine if they're stacked on top of each other. This is using the Render To Texture in max for your normals though. If you use something external like Xnormal you might still have to do this.
Hi guys, totally forgot to make this little tut. But better late thnan never. I'll start explain from bottom to top.For the cavity, use the prtP with a hue saturation at 0 in saturation Normal mode 100% For the curvature, use the blue chan of the prtP, invert it SoftLight mode 100% Duplicate the group and merge it, use…
I would,... You can model the lowpoly in Max or in zbrush. But if you go from Max you should import in to ZBrush, and for something small like an axe, once its in ZB unify it so it is at a good size for ZB. Use Goz to send the axe to Max and you will see it is too small and probably in the wrong position so fiddle with the…
Hey Phil, I tried recreating the normal map you get from the gradients you posted up but for some reason I'm getting a pinch in the middle and nothing too smooth. I'm using the xNormal filter in Photoshop...maybe I should be using the Nvidia filter instead? Oh and obviously the normal seems to be inverted O_O
Yeah I know very well how the input maps work, DDO uses the inputs just fine to create my textures, I bake normals AO, objectspace normals and curvature maps in Xnormal, usually in 2 K for DDO usage. My meshes are created in 3D's max 2014 and exported as triangulated OBJ's.
I did a xnormal render for all my maps and same result. Iv brought the curv map into maya and applied it as the diffuse. The object also has the normal map applied. From a distance it looks good. But close up the sharp edges are visible. I'm not sure if the sgould be the case if iv also go the normal applied??
I subdivided the model again, and the noise applies perfectly now. Not only that, but exporting the .obj and baking the normal map on xNormal works fine as well. I have some normal map errors, but I should be able to solve that issue on my own. Thanks for helping a noob out, and I'll post if anything else comes up.
Depending on your workflow you could also just bake out an object space normal in Modo and then via substance/xnormal convert it into the normal you want. Baking in Modo isnt that bad though (mikktspace with 901), and with progressive baking you can see it a new light. [ame] https://www.youtube.com/watch?v=BLXCxvlFY_k[/ame]