Hello everyone,
I'm having an issue with my normal maps on symmetrical objects. My uVs shared UV space, and then i read to move them by one unit, and it still doesn't seem to work. I end up with this really ugly shading. Any help would be great, Thanks
http://tinypic.com/r/6yff5e/6
Replies
Need more information.
What app is it baked in?
How/What app is it being displayed in?
- You may need to invert your green channel depending on the two above^
Are you sure its applied as the correct material type? (IE: in max you need to add "normal bump" to your bump map slot)
Did you move the uvs and then rebake? (You will need to do this).
*EDIT
Hurk, I didn't even read the post, I saw the picture and thought that was it. ma bad.
:poly142:
Afer that, throw on a symmetry modifier.
After you do those steps, keep it as a whole mesh. If you need to export it or make a high poly, keep it a whole mesh.
The main point there is to keep the surface continuing rather than having an open edge. The normals of the polygons bias to the whole side of the open edge, which messes up calculating correct normals.
Although this is in 3dsMax, it can be done in Maya as well.