|08 August 2013|
Normal map generation issue
Thanks in advance for rattling your brain for me.
My issue: Normal map generation in mudbox, 3ds max rander to texture and X normal render with errors.
Error: (View images) From what I can tell,at some random areas, the normal map decides to "smoothly" invert red/green values.
The UV tile can be continuous, or split up into islands for simplicity, that makes no difference.
About half of the texture inverts, while the rest doesn't - if you follow the seam, you an see where
the texture is oriented right on both sides of the seam, and where one side is inverted.
The only rough/noticeable transition between these inverted areas is at some parts of the UV seam.
I have followed dozens of tutorials, made sure I am using smoothing group 1, have my faces & UV's oriented the same way.
I have tried 3 different applications > same error > so I believe I am doing something wrong when I set up my UV's.
At the same time, I have recreated the error a template sphere from mudbox with pre generated UV's. Same issue..
I have followed every tutorial on youtube from scratch - beginning with the creation of the low, high poly models, UVW unwrap, and baking in MAX;
The tutorials for Mudbox, and tried mudbox and 3ds models in X NORMAL.
I cannot find the same issue anywhere else. Regular issues are artifacts, and visible seams (you can fix that in photoshop)- but not normal map inverted at random parts of the seam (I cannot fix that in photoshop because half of the map is inverted and I can't tell where it starts to "invert" or else I would invert the color the values)
Any ideas would be very helpful.
|08 August 2013|
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