Hi,
i'm fairly new to modelling and creating normal maps process and was wondering if there is a way to avoid certain areas on the normal map appearing strange.
I model first in maya then send to mudbox, subdivide and then export the normal map with a raycast closest to low res mesh.
should my UV's be more joined together? (i just used auto UV to show a quick example of what happens)
i have tried inserting support edge loops which helps when smoothing but gets pretty complicated when it comes to a more complicated object.
i tried altering the hard/soft edges but my model smooths too much in mud box when subdividing.
i also creased the edges to see if this would help but i always end up with some weird looking edges on my normal maps
Thanks.
Hi,
i'm fairly new to modelling and creating normal maps process and was wondering if there is a way to avoid certain areas on the normal map appearing strange.
I model first in maya then send to mudbox, subdivide and then export the normal map with a raycast closest to low res mesh.
should my UV's be more joined together? (i just used auto UV to show a quick example of what happens)
i have tried inserting support edge loops which helps when smoothing but gets pretty complicated when it comes to a more complicated object.
i tried altering the hard/soft edges but my model smooths too much in mud box when subdividing.
i also creased the edges to see if this would help but i always end up with some weird looking edges on my normal maps
Thanks.
Could you please attach the normal map with some indicators what do you mean by strange? Which area are you not satisfied with?
Could you please attach the normal map with some indicators what do you mean by strange? Which area are you not satisfied with?
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