I am currently working on a game project and am trying to import the main character. I am having trouble with normal maps. In Maya it looks fine but in the cryengine it seams to have a bunch of extra creases and lines. I am not sure what the problem is. I've read that when baking normals in Maya you may need to invert the green channel but that didn't fix the problem. On a side note I am finding that the eyelashes are getting occluded in the cryengine when they weren't in Maya. Does anyone know why this would be happening?
Maya Render:
Cryengine Screen Captures:
Replies
Are you exporting the model with quads? If you want to ensure it displays properly in-game you'll want to triangulate the model before baking and use the same triangulated model in cryengine.
Also make sure you retain the surface normals on export, otherwise they will be recalculated by the (external) baker or game engine.
Check out the polycount wiki as well for loads of info on baking normal maps: http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29
cryengine optimized vertex position so if you have a object with small details that are further away from 0.0.0 origin then those vertex position are optimized.
only way to minimize this is to separate the head and export it as its own object with origin closure to the neck so the eyelid vertices are closer to object origin and more precise. then just place the head manually on the body inside cry.
there is some information about that here in 6.4:
http://playuptools.blogspot.com/2011/08/part-vi-asset-creation-guidelines.html