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Getting weard shading errors in the normalmap but PNG file format fixed it vs targa?

Zaikoni
polycounter lvl 4
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Zaikoni polycounter lvl 4
so i just baked out normal map on my hard surface model and it looks fine in substance painter :https://gyazo.com/9c1e6d71f38e8672e676ad45e8bade64

but in unreal with export set to targa format :https://gyazo.com/1ac9f12f8bc5950c7794b7b2202cd46a as you can see it has shading errors.

But when i export the textures as PNG format i get same results as in substance: https://gyazo.com/edd9e39f4a2fde007c0ab9030fd5385e as you can see the errors show up in the normalmap still but it doesnt affect on the look of it.

lowpoly in 3dsmax: https://gyazo.com/fb09e7136824b703fb42b49426daf8ef

 highpoly in 3dsmax: https://gyazo.com/535b4233a484990695ffa45bc0f897cf





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  • musashidan
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    musashidan high dynamic range
    The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL?

    Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen to avoid problems mentioned above.
  • Zaikoni
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    Zaikoni polycounter lvl 4
    The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL?

    Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen to avoid problems mentioned above.

    i bake it as directx format. heres picture with flipped green channel :https://gyazo.com/ce4ffd714e0a3c34d3b14d15435597c3

    Heres without flipping the green channel: https://gyazo.com/55d6b027b80fb2f24959a6f0f9d07400

    Exporting the textures as PNG fixed my problems and targa format gave those shading errors.

    and do you mean the edges are too sharp in the highpoly one? i can try bevel them more in the highpoly one if that is what u mean.


  • musashidan
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    musashidan high dynamic range
    Yes, what I'm saying is that both SP/UE are using directX so you shouldn't be flipping green.

    And yes, the high-poly, as that's the bevels that are baking down.


  • Zaikoni
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    Zaikoni polycounter lvl 4
    Yes, what I'm saying is that both SP/UE are using directX so you shouldn't be flipping green.

    And yes, the high-poly, as that's the bevels that are baking down.


    Thx for the help weardly enough i set the project to OPENGL and now i can export textures as a targa file type and get same results as in substance (no shading errors) but like you said i needed to flip green channel. So this pretty much fixed my problem as i can export my textures as targa file and no need to set textures to PNG format type and thx for the tip for beveling high poly edges more, i already did that and getting better looking end results when baking normal.
  • musashidan
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    musashidan high dynamic range
    Interesting. I always bake in SP with DirectX and export as .tga so I've never encountered this issue. Glad it worked out in the end. :)
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