Hello all,
I feel like I have a reasonable grasp of normal mapping and I have a feeling this might be a really obvious mistake, but this has really got my mind in a twist. I have tried projecting normal maps in both xNormal and 3D Studio Max and yet I still have a seam running down the back, base of my traffic cone model, as well as around the parts of the hands.
I have a feeling that this could be down to the cylindrical shape of the model, causing issue with the light being calculated to create a smooth transition between each side. Perhaps instead it is because the unwrap is not laid out so each side is straight and at the same angle. If that is true and each side needs to be unwrapped vertically, then surely the unwrap will be uneven and distorted, given the cone shape of the model.
Can anyone confirm this?
What I also do not understand is that even using a uniform blue normal map creates the error.
Replies
Different shaders use different maths for interpreting your normals. As a general rule, though, if you apply a flat 128,128,255 texture as a normal map and the mesh looks any different to how it looks without normal mapping, your shader/rendering is broken.
Can you recommend any other shader?
Yeah 3 point is good, xoliul is good (my default )
Thanks for the suggestion. Got it setup and it looks like a really nice shader.
@Kurt Russell Fan Club
Thanks for that. Xoliuls working now.
@Numerator
I think youre right. I have tried the file in Max 2011 on my laptop and I have the same error and despite getting the shaders working, it looks like it is definitely the normal map causing the issue. Or rather the UV layout.
Is it the same as this issue?
edit: http://forums.epicgames.com/threads/890986-Solution-UDK-Map-Seams-where-UV-seams-are
But no luck
Apply your material to a plane or cube, duplicate the plane or cube, and rotate the duplicate 180 degrees. If the flat parts are lighting differently then they're being gamma corrected.
You can turn off Gamma Correction in the options somewhere, then re-create your shader.
Much appreciated! I was just about to share the files with you when I read Ghostscapes reply.
@Ghostscape
Why does Max do this!? Thank you! I have unchecked Gamma Correction and it seems to have removed the nasty seams
For anyone else with this problem, I am running Max 2013 and it is under:
Customize > Preferences > Gamma and LUT > Enable Gamma/LUT Correction
It looks as if unchecking Gamma Correction takes a lot of light from the scene, despite my lights being turned up to around 1. I am sure I can adjust these to light suitably though.
Thank you for everyone's help with this!
Pat