I once used a script that transferred the selected edges and maya to photoshop, creating a ready-made normal map with rounded edges. Has anyone seen anything like this? (I tried Quixel Suite/nDo, but they didn't give me what I needed...)
Yes, but that doesn't solve the problem with the normal map. Here is the result with and without normal map: As you can see, the second one looks much better. The only way I know to get this result with the normal map on, is that the uv clusters follow the angle of every slice or every slice be a different mesh.
I reached the same conclusion. Its a precision issue of the normal map. the Flat area of the normal is not 128,128,255 but fluctuates between that and 127,127,255 Your solution did not work for me as add/subtracting didn't seem to do anything. What end up working for me was flattening the normal with a value of 2 (1…
Great question! I did some experiments and here is what I have found. Sorry if it will be confusing, I'm still working on my ability to explain such things. :p The averaged projection mesh ray distribution is not the same (at least in Substance Painter) when you use all-soft lowpoly and lowpoly with hard edges. I get…
Updated the Normal Tools today with some new functions and features: Version 1.49 * Added new setting to automatically apply the Normal Tools custom attribute to any Edit Normals modifier added in the scene. This function can be turned on/off in the Normal Tools floater. * Updated the Normal Tools Custom Attribute to use…
Ok I'm really confused, I recently found that you can convert a diffuse map into greyscale and then convert that into a normal map. This seems too easy, but it does seem to work most of the time. Is this what people do in the industry or should you always bake from a higher poly?
Can't you export your model in FBX format from Blender, and import it with explicit normals in UDK? That would solve a many issues alongside what the other peeps have already said. Also, Blender and xNormal use the same tangents (latest versions) for the Normal Map, so baking in one of the other shouldn't matter. So it's…
Hello there. I am trying to make lowpoly shield. It's my first sculpt of something like that and i have some problems with baking texture in xnormal. So this is my highpoly sculpt in ZBrush. Every part of model is saparated subtool. I tried to figure it out how to retopo it and have few types of retopo. version 1: Version…
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? Thank you
[ QUOTE ] i'm trying the normal align tool in max...but i can't seem to get anything to "align" the normal. [/ QUOTE ] Normal align works by aligning one normal on one object to the normal on another object. To use it you: - Select the object to be aligned - then click on the normal align tool - then click on a face on the…