Hi. New here. Been searching on google, but couldn't find anything to help me so...
I'm trying to create normal maps with Crazybump (out of black/white heightmaps) but I have a bunch of shading issues in 3DS max (both rendered, and viewports). New to Normal Maps. Please, please help or give me some guidelines.
Here are some screenshots:
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And also
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Also I have a general question about mirrored faces. Is this something that I can't do with Normal Maps? When I mirror a face, attach and overlap with another face (in the UV unwrap window) I get this extra shading error, alongside the above shading errors.
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Here is a sample of the normal map (created with Crazybump) Used in the above model if it helps. Can anyone help out? Thank you so much.
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Replies
You are using a legacy Omni light with no attenuation so the light will have very black/harsh shadows. Legacy lights were used before Gamma workflows were commonplace and Max was not set up for a linear workflow back then.
If you are using a physical rendering engine like MentalRay then you should be using physical lights/materials for most predictable results. Your NM is functioning properly. I think it's more a case of poor lighting.
Mirroring UVs will not work the same in every renderer. Try mirroring the mesh only, not adjusting the UVs.
Some renderers expect the non-mirrored UV to be inside the 0-1 uv, and the mirrored UV to be moved 1 unit in UV space.