I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good. I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look…
I am glad u like it RMeeks The lowpoly is holding the detils well and now i need to do the diffuse map, what program/workflow do u guys use to do texturing for games? , here is the lowpoly with AO and normals baked with Xnormal [ame=" https://www.youtube.com/watch?v=dKDupprqWug"]grasshopper AO and normals [HD] -…
I think it's more a matter of Blender being focused much more on other aspects of CG than game development. I too would like to see custom vertex normal editing and import/export capabilities in Blender. For one thing physically splitting "hard" edges makes it a lot more troublesome to properly bake normal maps in xNormal…
dDo is used to generate base textures using baked texture maps. nDo2 is mostly for generating normal maps using shapes and filters in photoshop CrazyBump mostly designed around generating normal maps from photos xNormal is a texture baking application, not similar to any of the above applications. It can be give you better…
Hello, I'm having issues with what appears to be artifacts and or warping on part of the arms on this textured jacket. See attached Steps 1. I created a high res jacket in zbrush, then did a re-topology in Maya using Nex Tools and created a low res of the high res model. 2. I imported the lowres model into 3D Coat and did…
So, i came across this problem yesterday. Somehow mirrored uv showing weird shading only on curved surface to x axis. No sharp edges, flipped normal, overlap vertex etc. Everything was correct, the onlything i know is its from the normal map i baked in marmoset.
Oh yea... you can kind of see the not selected pieces highlighted in blue in the first image. Also know that there are other ways to "normalize" the scale of UV shells without having to relax. In TexTools there is a "normalize" function (formally a stand alone script MoP wrote, but with some improvements). A similar…
Peter K goes over an interesting work around to fix details that normally skew when baking normal maps Take a bolt for example, baked to a flat surface. The angle of the cage often skews the bolt, but not if you follow Peter's advice and insert a skewmesh into your baking process... 3dsmax…
No, Xnormal uses Mikktspace by default if your mesh doesn't contain tangents/bi-normals, and tries to use the tangents/bi-normals if you export using a format like FBX that supports them. Neither of which are going to match max results 100%, and Cry doesn't match max either, nor does Cry match their own proprietary baking…