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#1 (permalink) |
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Frequenter
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mudbox normal not right
![]() I'm trying to extract a normal map for a game weapon here in Mudbox 2012. It looks like it's reversing it and showing the edges of the low-poly mesh on the normal map instead of the all the details I've modeled on the high-poly. Any ideas?
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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#2 (permalink) |
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Frequenter
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![]() As outlined above I'm getting various amounts of detail depending on what resolution I extract the normal map out.
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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#4 (permalink) |
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Frequenter
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Sorry I tried that to no avail.
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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#5 (permalink) |
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Frequenter
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![]() Here's the result of turning the smoothing off.
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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#6 (permalink) |
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Frequenter
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![]() The uvs on the main body part were flipped. Also the same for the orange area so ignore that. However for the light blue parts...is that an unwrap issue? Why is there a hard line separating the edge of my wrapping? Even if I flatten the normal with a solid color it still behaves this way. Thanks
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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#8 (permalink) |
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Frequenter
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![]() Thanks, This image here represents one of the most fundamental issues I have. It's like it's baking and but badly and I don't have a clue why.
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Scott Michael Honeycutt - constructive criticizm is pure gold - www.scotthoneycutt.net |
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