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Playing around with a Charmander model ripped from Pokemon X&Y. Tried applying the normal maps I found sitting in the file's archive and this nonsense started happening.
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>>512697
Op, don't make porn of Charamander please. He's my one and only pokemon i ever had, trying to play pokemon on borrowe gameboy way back when.
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>>512698
I'm not making porn of Charmander (although I super could if I wanted) I just want some Normal Map advice
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>>512697

The 3ds uses normal maps?

What program are you using. Upload the model and textures here.
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dude for starters the normals need to be re calculated / flipped, and you need to make sure the normals are properly on the UV
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need to soften the normals and make sure they are facing tangent properly. thats all
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>>512697
The UVs weren't made with normal maps in mind since all the models were cel shaded. You have to unwrap the models and do all the textures from scratch.
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>>512697

Is it a 3DMax normal or is it a Maya normal because they both use different normal maps. I used to have the problem when I was using 3DCoat because I was exporting 3DMax normals by default when what I needed were Maya normals.
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What were the normal maps even used for? They couldn't have been for displacement effects.
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It is on 3DS, and I don't really know what the normals were used for aside from maybe some extra smoothing? I the file I got doesn't have higher poly model, so I would be going in blind if I did some tesselation or smoothing to try and rebake the maps.
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>>512763
Don't know why I can't stick a zip on here. My 4Chan abilities suck and I don't wanna go through the nonsense of figuring it out. So here's a link to where the files are.

http://www.models-resource.com/3ds/pokemonxy/model/9156/
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File: charmander normal.jpg (5 KB, 256x256)
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>>513325

It looks like it had a world space normal map. It didn't behave like it though, strange. The 3ds must use some custom shaders. To mitigate the seams all you can do is use a very low intensity normal map like this one I generated. To generate one without seams you would have to have the high poly model and bake it again.
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>>513328
Unfortunate, but at the very least the original model is already plenty smooth without a normal map.
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File: die to death.png (664 KB, 1280x720)
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All I wanna say is, anon, good luck.
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>>512697
Seconding this post if youre using 3dsmax:

>>512906

3dsmax has a flipped y (green?) Channel for some bullshit reason and viewing a nonflipped map will look all sorts of fucked up. In the normal bump modifier there's checkboxes to flip the red or green channels.
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File: ref1.png (29 KB, 465x707)
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>>513325
thanks!



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