nyalkaval_zazazva
09-22-2004, 12:30 PM
i tried to making normal map in tangent space, but if i move the light to the one of the side of mesh (ex. left) the right of the mesh lighted the same way
when i rendered normal map, the mirrored poligons's uvs had flipped, and had moved out from the 0-1 uv range
there wasnt any of uv overlapping
i tried the same rendering but the mirrored mesh's uvs was just moved +1 (it was out the 0-1 uv range)
the mesh was merged, and "mirror-center" vertexes merged to
i read a lot of tutorials but none of them explain what can i do with mirrored uvs in tangent space (ok only one was said: open photoshop, and blur the "connecting" (where the mirrored, and the mirror mesh connected) part of normal map
thanks your helps
when i rendered normal map, the mirrored poligons's uvs had flipped, and had moved out from the 0-1 uv range
there wasnt any of uv overlapping
i tried the same rendering but the mirrored mesh's uvs was just moved +1 (it was out the 0-1 uv range)
the mesh was merged, and "mirror-center" vertexes merged to
i read a lot of tutorials but none of them explain what can i do with mirrored uvs in tangent space (ok only one was said: open photoshop, and blur the "connecting" (where the mirrored, and the mirror mesh connected) part of normal map
thanks your helps
