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X-Shaped Normal Artifacts in 3ds Max. Issue as old as Polycounts

polycounter lvl 11
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Fridock polycounter lvl 11
Going back to this again. Doing all all my bakes in Substance Painter/Marmoset Toolbag 3 and everything looks cool everywhere until i try it inside Maya or Max and it get's these small x shaped artifacts. Now i know it's because i didn't triangulate before baking.
Question is - is there a way to fix it in Maya/Max (Like sometimes if normals look weird in Unreal 4, you can choose different Normal space and it fixes it), or i have to triangulate stuff like that before baking?

(^ Vray render from max)

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  • pior
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    pior grand marshal polycounter
    When thinking about triangulation, remember that : 

    - If you don't have control over how a given environment picks diagonals (shortest distance ? lowest curvature ? random ?), then they'll probably be picked differently from what you want.

    - Triangulation affects surface quality.



    With that in mind, one way to fix it ... would be to investigate your pipeline thoroughly so that you know exactly how each app/importer/exporter does it, and make sure to use the same triangulation algorithm every step or the way. Or ... triangulate before export/baking.

    Good luck !
  • poopipe
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    poopipe grand marshal polycounter
    That really is the simplest solution. 
    If you're in max just bash a turn to poly/mesh modifier on top of the stack - in maya,  well,  that's your own fault for using maya..

    Tangent basis probably isn't coming into play here but it's worth remembering that max/maya probably aren't working in the same space as substance or ue4 so it'll look wrong anyway 
  • Fridock
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    Fridock polycounter lvl 11
    Thanks for the replies. Think i'll stick with triangulating some places in future before backing. Regarding my issue with wrong normals on the revolver drum - i'm actually a dumbass and i forgot to flip green channel, so it actually looks perfect now in max (its been months since the last time i did anything in max). Still i had some issues like this in maya in past.
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