Hello everybody, I m reading in this forum for quiet some time and want at first say thank you for all the information you came up with. I am trying to create a space-game with some buddies and think about how to tackle normal-maps appropriately. I made a low-poly space-ship and just smoothed it and made a 2K-normal-map…
I'm not sure if I'm misunderstanding something small here. 3DS has smoothing groups. Each face you set to the group all share the angle of the normal that is set. Depending on the normal angle it can make the faces appear smooth or faceted. When I'm making a low poly in 3DS and setting my smoothing groups (if I'm in need…
I'm learning by myself and i'd really appreciate if you could answer some of the questions: 1) https://prnt.sc/gpk81q I get this error in XNormal, what problems can occur? 2) https://prnt.sc/gpkfjh Are you having this problem too, having sRGB color space to normal maps cause this problem? 3) https://prnt.sc/gpmw4v I found…
@HAWK12HT Would you mind uploading the low poly and high poly for just that component? I'd like to take a look at how it bakes in Toolbag. Here's the result of the baking tests: (All tests use an 8bit 2k texture and 4x sampling.) Adjusting the triangulation to remove the long thin triangles and adding a few vertices…
You can use a height map as a "bump map" which functions much like a normal map does (though not identical). Probably what your friend meant by that comment. Both fake surface detail, with a bump map giving a sense of height and a normal map one of direction. The Parallax Occlusion Mapping (POM) technique @Joopson mentions…
I am at a lost here, I am texturing a floor medallion using a 45 degree slice that is duplicated around its pivot to create the medallion. The issue is the normal map, each slice shades differently. I need it to shade all the same, after combining all the slices and welding vertices, soften/harden edges. Any ideas how to…
You can use Xnormal for bakings .. its pretty easy and fast. Also for baking normals you bake each subtool separated for best details but for AO you bake them all at once.
have some procedural questions about spec maps and normal maps. First of all, spec maps: what's the best way of creating a specular map? What are some tips and tricks and what not that make great spec maps? I know what a specular map does, but i have seen many specular maps that i look at and not sure they look like they…
Aaaa... I just understand your post :D now that's not only easy but I managed to solve the merging normals,too. Here is what I did, there is two separated normal maps for 2 wipers. these two will be used separately in Animator so that if one wiper got stuck or got damaged. the appropriate normal map won't get animated…
So I've done a polygon mesh in Maya 2018, with its UV done, and exported to Zbrush, with the option of having all triangles and quadrats compatible to Z2. Anyways, I sculpted the mesh's details until subdivision level 6 and decided to bake the normal map. I exported the normal map and assigned it back in Maya as a Blinn…