Used Angle and Area weighted normals in Maya 2014+, results are pretty good without any tinkering (compared to Unweighted anyway), but in some cases we still used some scripts to align the normals to look best, mostly on cases where you had a beveled edge with only 2 segments (like a thin polygon strip). Also used them in…
yeah, xforms have been reset before exporting to OBJ using these settings, in xNormal, i use ray distance. iv tried with both exported normals, avarage, and hard (setting the corresponding in max8, as exported, 1 smoothing group, no smoothing group)
These baking artifacts are caused by the convergence of a number of separate but related issues. Material artifacts: The material on the high poly model is generating additional surface information that's causing normal baking artifacts. Removing the material from the high poly model resolves this issue. The material on…
For those hard surface things its good to set up a cage mesh and export it into xNormal. Otherwise you would have ray misses in areas with hard edges. Earthquake suggested you to do an exploaded bake. This could get you rid of errors in your normal and occlusion maps and just takes a view object moves to set up.
Hello! I am currently trying to bake out a normal map for a vehicle I have been working on, but for some reason I get these problems all over my normal map. It looks like the edges on my low-poly model is somehow influencing the normal map and leaves these ugly edges... It only happens when I'm using the tangent space…
0.5 0.5 1 should not be your "flat" normal, when normal maps get pulled onto a graphics card get get unpacked from "0 to 1" to "-1 to 1" so a flat normal in a material editor is actually 0,0,1 Also you do not need to normalize your light vector it's already a normalized tangent space vector the way custom lighting should…
I think I finally got a bake that doesn't require much if any touch up in photoshop. I decided to work on an asset for the current scene I'm working on and I'm very happy with the results. Hopefully the AO bake will go as well. Here were the steps I used for this test: 1. Exported base mesh in Max w/ Zbrush settings option…
I have pretty much used everything now, I exported all the available normal maps I know of as RGB. Which is normal mesh map, Normal OpenGL, Normal DirectX, Normal input map. Pretty much all of them. The closest one would be normal Direct X, which really should be what the export is. Also flipped Y for the map. However…
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…
Hi, I am using Maya 2013 and this is the first time I notice this problem. I would like to get a nice average of all the normals of my model in order to get a nice shading. The "original" model has all its vertex normal pointing out or smooth and a nice shading. When I try to replicate the same in maya on a copy of the…