If you unlocked/reset normals in Maya on the mesh and do some mesh editing, Maya might change all the normals on the mesh, invalidating normal maps.Turn off face weighted normals in Maya will help stop it breaking mesh normals for seemingly no reason, (no reason what so ever to globally apply a face weighted custom…
A. Was using xNormals, baking a high poly done in zbrush, low poly made/unwrapped in max 2010. B. At the moment I've just been trying to preview it in studio max, using Buzzy's widely used directX shaders from another forum. I should note though that those nasty lines are appearing even in a standard render too, I've tried…
So I feel somewhat dumb. I just bought the collector's edition of UT3 in hopes of importing some static meshes/characters. I stayed up pretty late last night trying to figure your basic importing and I got somewhat far using these forums as reference. Before I go too far into detail I'll list my tools: ZBrush 3 Maya 7.0…
First off, a vector displacement map is not a displacement+normal map. A vector displacement map is a displacement map that can displace in multiple directions. The data is encoded similarly to how per-pixel normal data is stored in a normal map, however that is where the similarities stop. A VD map represents depth in…
Alright so been struggling with figuring this out for a few hours with no luck so thought I'd throw this up here. This is after searching through this forum and several others for similar problems of which none of the proposed solutions have worked for me. I have a character head I modeled in max, brought into zbrush,…
Ok, so I'm at the beginning of round two. I have to admit, I'm a bit nervous going into this, as if my entire career depended on these maps coming out right. How silly. Luckily, the results are much better this time -- however there is still some issues to resolve. I've read through the beginners guide to normal map…
So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…
Well , I really shouldn't say "in games typically" since I worked for not so many games . So maybe it's not everywhere. But for what I know normals are not recalculated ( beyond typical per pixel real time tangent to world space conversion from tangent normal maps). Games displacement just shifts vertexes along vertex…
hi guys i desperatly requesting any input on this problem:tangent normal map mirroring HELP - i' ve finally had it with my wasted attempts at trying to get this to working - and i 've browsed the 'ultimate mapping thread' to to avail, i just can't seem to get this to work in every example........ this regards a mirroring…
Hi, thanks for replying. Firstly, we don't need to bake an object-specific normal map? But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Because we are exporting the textures and the normal map is going to export? Without baking it right? So in pre-processing, we…