Advanced Member dimitribastos Posted December 7, 2015 Advanced Member Report Share Posted December 7, 2015 I'm working on a t-shirt texture for a characteron Per Pixel Painting but my normal map isn't work as expected on Modo 901. Please, refer to the images.Here is 3D Coat. Everything is ok and working just fine. Please, note that some difuse layers are hidden. Here is an image of Modo 901, without normal map texture. Everything is fine: Now with normal map: I even tried to invert the Green Channel but it doesn't worked. Some help would be nice. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted December 7, 2015 Reputable Contributor Report Share Posted December 7, 2015 (edited) It might not be a simple as inverting the normal map green channel... In the Preferences Menu there are several normal map calculation methods to choose from. There is no default Modo one yet. You can create your own. I suggest testing with a simple sphere trying the default methods, one could work for modo. Javis a modo user might see your post here and give you one calculation method that works... Also at the Modo forums, someone might know what tangent Space calculation Modo uses for it's normal maps. That is a problem in the 3D world, no one standard for lots of things... 3DC is one software that at least tries to help in this area... Edited December 7, 2015 by digman Quote Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted December 8, 2015 Author Advanced Member Report Share Posted December 8, 2015 Thanks, digman. Would be nice if someone else, maybe Javis, share some knowledge on this matter. There are so many options that I'm not sure if I can handle it myself. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 8, 2015 Report Share Posted December 8, 2015 Hope this help Hi Dimitri! Sorry, I didn't get an email about your reply to the thread.For metalness and gloss/rough, just leave those as is. Normal layers are always set to "Normal".For the Spec Color, It's fine to do in 3DC, but duplicating the node in Modo wont work. If you want to do that, make a new image layer manually and set it to Spec Color. That said, the attenuation will be completely different. Since Spec is analyzed before any of the other channels, it could have drastic effects and make it look, well, not very good.Something to keep in mind. Quote Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted December 8, 2015 Author Advanced Member Report Share Posted December 8, 2015 Hope this help Actually not That quote was from a topic about The PBR plugin that Javis developed for Modo. I'm trying to export my textures through Spec/Gloss workflow and exporting normal as well. the normal is exported "broken" though. Quote Link to comment Share on other sites More sharing options...
Javis Posted December 8, 2015 Report Share Posted December 8, 2015 I have a 3DC preset that exports pretty well to modo. I'll try to upload it later today for you. Which build of Modo are you using btw? I recognize the bug you're seeing, but it is build specific. Sent from my SM-G900P using Tapatalk Quote Link to comment Share on other sites More sharing options...
Advanced Member dimitribastos Posted December 8, 2015 Author Advanced Member Report Share Posted December 8, 2015 I have a 3DC preset that exports pretty well to modo. I'll try to upload it later today for you. Which build of Modo are you using btw? I recognize the bug you're seeing, but it is build specific. Sent from my SM-G900P using Tapatalk Hey Javis, thank you very much. I'm on Modo 901 SP3. Quote Link to comment Share on other sites More sharing options...
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