okay that is indeed a normal issue. could still come from the texture if the woodgrain is projected. texeldensity might be too low or too varying across pieces for the level of detail was the mesh baked in substance painter or outside of it? might be a tangentspace issue, could be a triangulation issue, but doesnt look…
what is re-normalize or normalize. EDIT nvm, i had to look it up since i never done that before. i dont see any situations where i would need to normalize a normal map. if anything, you would only want to normalize any manually edited/painted part of the normal map. if you normalize a map baked from highpoly u will get…
This is a common issue to TB. What I found is, you must make sure your model has triangles not quads. Make sure it has a normal map and texture attached to it. Export it as fbx, then import. Should be fine then.
Really cool subject for a student scene, a bunker like this gives you a lot of room to flex both art direction and tech. I’d really lean into the desk + computers as the clear hero – treat it like a film shot: highest texel density and detail there, and let the cabinet/radio wall sit a bit quieter in saturation and…
I was baking mesh maps of my model in substance painter while I got this weird artifact along the UV seams in the AO map and normal map(refer image A). (p.s. the UV's are not overlapping and resolution's set to 4k)
xNormal bakes curvature maps form highpoly, although it can produce lot of artifacts. Knald height map generated from an existing normal map works pretty good as a curvature map.
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…
Thank Ruz. I tried that.It does not apply the texture to the head,all it seems to do is when i paint,draw lots of the texture rather than the whole texture applied to the head. If i can go into a little more detail- The head is not UV mapped. All i am doing is using Spotlight to grab ceratin texturss to make uo one texture…
Hello I've been getting some odd results with my normal bake getting hard edges from my low poly using xnormal lately. anyone know how to resolve this issue or recommend another baking program.