Hey guys, I am working on creating normal maps from black and white images. Here is my source, it is just a test image: Here is the normal that is generated out of it: All good, except for the ridges/lines running around the indent/outdents in the map. Not looking too good. Is there any way to fix this? I get this problem…
Just curious what tips you all could share to be able to push as many polys as possible. Right now I set the render to fast and sometimes use the decimation master plugin to chop down on polys.
Ok basically ive done a normal mapped head and if u look at the screenshot, particularly the ear it looks really angular. I know that i could solve this by putting in more geometry in there for the low poly. I just wanted to know if this is normal and if it would be acceptable for a fairly low poly character.
Hello, I have some meshes from Maya in fbx format. A friend who wants to import it into unreal development kit got error: and for one object Ayone had any similar experiences or should know what is the problem? thanks Julian
I'll let the pictures explain the problem for me... keep in mind this is my second gun model (any critique is welcome :P) and i will be baking it down onto a low poly version when it's done I added some extra pictures just to show off what I have so far, but I am mainly concerned with the issue pointed to by the red arrows
This has been making a bit of a splash w/ Tor Frick's excellent results in the latest version of Modo and it'd be great to be able to do in a Substance Suite baker. Process is well described here: http://www.polycount.com/forum/showthread.php?t=71995 The Mental Ray shader isn't reliable, but Modo's implementation is very…
Hey guys, Quick question ; I'm trying to make grass along a road. My problem is that the transition between the both is really unrealistic. (see pic) Do you know how to modify that and make it smoother? Thanks !
Arby based on your screen you have "smooth by angle" modifier that makes beveled edges sharp. Then you use face weighting that keeps those sharp edges . So you need either set the smooth angle bigger and set few sharp edges manually if necessary or uncheck "keep sharp" in Face weighting and keep every edge beveled