There are a couple of threads on normal mapping on the technical talk forum that helped me a great deal in understanding what is going on. This is a huge topic, and a lot to take in. It will take time to figure out how things work, why you should do things in certain ways, and how they relate to Blender.…
Hey there, thanks for checking my problem. I'm using Max2010, Xioliul shader (tried 3point too), maps baked in xNormal Everything is smoothed, only cap is divided by hard edges. And problem is self explainable by looking at this image:
So I'm looking into Edit Normals, trying to reduce polycount and avoid using normal map to get soft edges, however it seem to be kinda tedious to work with. Any change to the mesh seem to fuck up the normals again after editing them. Any advise or suggestions to how to use them? Especially, how much is it actually used in…
The answer to your question depends upon the type of normal map you have created. Let me explain. A normal map essentially is a vector field stored in bitmap format. A Vector has a direction and magnitude that are described by its coordinates. In mathematics, the coordinate system occupied by a vector can be of many…
This normal map looks exactly as I would expect. The color you see in the normal map is there to compensate for the mesh normals of the lowpoly mesh, to more accurately represent the normals of the high poly mesh. Don't bother looking at normal maps in 2D to spot "errors", you need to apply the normal map to the lowpoly…
Hi guys. I've imported a collada (.DAE) file into 3DS max. It comprises of a scene with a few individual objects. Some of them are smoothed and some have hard normals. The trouble is that merging these meshes together cause the smoothed objects to harden or become faceted. I tried freezing transforms, turning to poly…
I made these details with symmetry on: But when I export the map one side is stronger than the other. I sculpted on the left side and due to symmetry, the right side was sculpted too. But the left side is deeper than the right: I tried exporting from ZBrush and xNormal, no sucess in both. Anyone know what can it be? Thanks…
Hey guys, im trying to import a normal map and when i check Flip Normal Y in the options box nothing happens and the normals are still inverted. normals were generated in max
For some uncertain reason I can't find it at all in my Sampler now. But as of earlier version my opinion was quite negative . Just a bit better normal maps maybe than totally useless image to material . Wonder if v6 got any better really? ps. Actually they seems killed the feature entirely . No more Generative AI in…
Hi everyone! I ran into a technical problem with the symmetrical normal map part of my model (there is an ugly seam after texturing in Substance Painter). In general: My model has the symmetrical section on the back - consequently, it has overlapping UV islands. Triangulation is symmetrical too. I bake my normal map in…