View Full Version : normals map wireframe burnt into it how to avoid?
Silentstep 08-04-2005, 10:12 PM I have made afew normals mapped characters in max, but this is the first time I've encountered this problem. My wireframe is burnt into my normals map. Any suggestions on how to fix this, or what would cause this problem? (aside...imported model back into max as an .obj, normals are all inside out so i must flip the normals. would this importing be part of the problem?)
Thanks alot.
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robinb
08-04-2005, 11:24 PM
I answered a question about this a little while back. Here's the thread-
http://forums.cgsociety.org/showthread.php?t=261188
Basically it's probably because you have overlapping geometry in the uv layout. Probably the arms or legs are mirrored and mapped on top of one another. The renderer gets confused if you do this and wireframes are the result. Moving one side out of the 0-1 uv space while rendering should sort that out.
Silentstep
08-04-2005, 11:35 PM
"The overlaid wireframe sounds like you've got faces sharing uv space or mirrored. If you've got the left and right arms mapped to the same space for instance (and mirrored probably) render to texture can get confused about which you mean to render and this results in artifacts. Either select the overlapping bits and shift them out of the 0-1 range where they'll be ignored, or detach those parts from the model before trying to do the render to texture. Although this might leave seams for rendering normal maps, it's generally what I do when rendering out lightmaps.
Chuggnut's Unwrap tools is good for offsetting uv pieces by fixed amounts-"
Thanks. Works good now. main problem was with exporting and importing individual .obj files. the deepuv update takes care of all that.
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08-04-2005, 11:35 PM
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