Posted 18 March 2012 - 08:07 PM
I assumed the normals I painted were assigned to the normal map layer. Obviously not. How can I combine the normal information in my diffuse layer with the baked normals in my normal map layer.
Posted 20 March 2012 - 04:46 PM
On your screen-shot the texture don't look like a tangent space normal.
Is it also part of your problem? Did you tweaked the baking options or directly
used the default one from the retopo room (Bake with NM)?
Hope that you'll find a way to solve your problem.
May be better to ask some help on an other section.
Posted 09 October 2012 - 01:54 AM
Posted 17 October 2012 - 05:19 AM
Posted 20 October 2012 - 08:48 PM
I started a new project today, but I'm having problems, the normalmap isn't baking correctly. It seems to follow the lowpoly mesh of the blade, instead of baking the highpoly blade.
I've tried baking it several times, but can't get a different result. Anyone have any tips for baking the normal map?
Posted 22 October 2012 - 04:44 AM
Final model 1600 tris, with diffuse, normal, spec, and self Ilumination.
Everything made in 3dcoat, textures tweaked in paint shop pro.
Tried a few different render styles. (in 3ds max viewport.)
Posted 22 October 2012 - 02:38 PM
Is retopo easy ? I might have to look into it when I want my meshes animated
Posted 23 October 2012 - 12:50 AM
Posted 23 October 2012 - 01:32 AM
www.philnolan3d.com - Twitter - Google+
Desktop: Win8 Pro x64, Core 2 Quad 2.4 GHz, GeForce GTX 470, 8GB RAM
Laptop: Vista Home Prem x86, Core 2 Duo, 1.5 GHz, GeForce 8600M GS, 2GB RAM
Posted 24 October 2012 - 07:16 AM
Posted 24 October 2012 - 11:53 PM
Posted 25 October 2012 - 02:42 AM
Posted 25 October 2012 - 11:20 AM
Check out my channel on vimeo Here
Posted 26 October 2012 - 03:32 PM
Posted 27 October 2012 - 12:02 AM
(I forgot to thank GarageGrape for replying to my post at the top of the page. Sorry).
to restate my problem... I baked a, 'Merge with NM (Per-Pixel)' marine sculpt to the paint room. I had an ambient occlusion, Normal Map, and diffuse layer. I started Painting my textures (with Depth/Oppacity and spec turned on) on the diffuse layer of my textures. (the hexagon pattern and scratches in the texture). So the depth info is stored on the diffuse layer, not the normal map layer. So when I export the normal map, It only contains the original bake, not the painted normal textures).
So. How can I bake the depth information of the textures to the normal map.
I don't know if I explained my problem any better, But If anyone can help it would be appreciated.
Posted 27 October 2012 - 12:18 AM
Posted 27 October 2012 - 04:28 AM
Posted 30 October 2012 - 09:02 PM
It would additionally help to see the layers inside photoshop. Looks like there is some alpha information in the "buggy" normalmap.
My YouTube channel ----> http://www.youtube.c...raphicGladiator
My sculpting experiments on 3D Coat.com ----> Wanna see...
My official website ----> www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)
German speaking CG Workshops ----> www.lernfaktor.de
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users