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Normals with 3PointShader and Xol Come out Bad! Need help (3dsmax)

Sammy101
polycounter lvl 6
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Sammy101 polycounter lvl 6
Hello, I've posted on this forum before and you were extremely helpful. So I come to you again with another problem as such:

I have original baked normals from 3ds max,
http://puu.sh/1SFfW
http://puu.sh/1SFgQ

As you can see, they look fine. However when I add text to the normals through Photoshop using the Nvidia Filter, xNormals Filter, and even NDo2, it all comes out the same like this:

http://puu.sh/1SFiK

Note the uv seams in this picture:

http://puu.sh/1SFjB

I had to make the cut in that area or else it would stretch, but that seam shouldn't be a problem, should it? Anyway, so I did some testing and just took the original normals and ao and saved them without making any adjustments or changes in Photoshop, and the same problem happens. So even without changing anything the original normals become bad once I save them as tga (also tga output saved file through 3dsmax) and apply them to the model.

What is the problem may I inquire, and how would I go about fixing it?

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