I know. This question was shot many times around the internet but right now i`m having this problem and can`t seem to find/figure out a solution.
Even if i`m not an experienced modeler, I don`t think i had this issue before and since i reinstalled Max, I realized i get seams across the UV borders after bake.
I made sure that:
- I have a reasonable amount of edge padding (8 for 1024x1024)
- Used an averaged projection mesh (continuous cage) instead of explicit mesh normals
- Split the UV shells on hard edges (i actually used TexTools to create smoothing groups from UV shells)
And i still get seams. What am i doing wrong?
I`m attaching the max file in case someone is kind enough to take a look at my baking setup:
http://www.mediafire.com/?2aqad9ro6461605
Thanks!
Replies
http://www.3pointstudios.com/3pointshader_lite.shtml
I`m also having seems in Fallout New Vegas engine.
Did you change anything on the lowpoly mesh after baking?
Is this baked in 3ds Max with Render To Texture?
Did you edit the normal map in Photoshop or another image editor?
2. No
3. Yes - using settings from Millenia`s tutorial
4. No
Did you use a cage in Max and did mess around with it outside of "Push" values?
Was the Reset Xform applied before or after the bake, and did you collapse it?
Does it show the same issue if you bake in another software like XN? What about saving in different format?
Are the shells Normalized?
Does flipping the channels change anything for the better?
Did you open the normal in Photoshop and save it? Photoshop might have used automatic Gamma Correction on the normal when you saved it, even if you edited nothing.
Did you double check the baking options? Max sometimes turns off your last options you selected for baking.
I used cage without messing with anything but the Push value.
Was the Reset Xform applied before or after the bake, and did you collapse it?
I applied Reset Xform before bake, i collapsed only the Xform modifier. The projection modifier was still in the stack.
Does it show the same issue if you bake in another software like XN? What about saving in different format?
I haven`t tried this yet.
Are the shells Normalized?
How do i normalize the shells?
Does flipping the channels change anything for the better?
Did you open the normal in Photoshop and save it? Photoshop might have used automatic Gamma Correction on the normal when you saved it, even if you edited nothing.
I used only the fresh bake without changing it in Photoshop
Did you double check the baking options? Max sometimes turns off your last options you selected for baking.
Yes, i always double chack
Can somebody confirm that my baking setup is good? I posted my max file here, i`ll share the link again: http://www.mediafire.com/?2aqad9ro6461605
Customize menu > Preferences > Preference Settings dialog > Gamma and LUT tab
However, once I increased the size of the map, the seam becomes more evident.
I don't have Textools installed on my version of Max 2011, but I think it's honestly a shell size issue, your main body of the bottle has less ratio space given to it alongside the other parts I'm guessing, which is giving you the issue you. (?)
I would suggest normalizing the UV shells, making them all occupy 1:1 space values, and baking again from there.
Also, make sure to Smooth-Group ALL the seams, the main body of the bottle around the side and the neck have a seam, but are also 1SG, maybe cutting that will also help, don't know if that is my Max issue or something, but that' how the scene came to me.
Cheers.
http://www.mediafire.com/?786kj4ijvw68rm8
The OBJ files look more clean, strange, I'll test them again now and see what's up.
Import HP
Import LP
Press 0 to load Render To Texture
Padding 16
Pick... HP
---
Projection modifier... Reset the cage, Push a little (.05).
---
RTT... Add a NormalsMap
TGA, 32bit, Pre-Multiplied Alpha
1024x1024
Render To Files Only
Render
---
Hide the HP
Standard Material, Bump channel, Normal Bump
Bitmap, load the file
Bump channel = 100 (not the default 30)
Apply the material to the LP
Activate the Show Standard Map In Viewport button
Hold down on it for the flyout, choose the 3rd option (Show Hardware Map in Viewport)
---
No seam! Not perfect, because it needs the proper tangent basis. Max 2011+ should do a better job.
If you increase the Multiplier/Strength value from 1.0 to 1.5 in 3Point Shader, the seam gets more obvious. I also imported the lowpoly into xNormal, applied the bake and the seam is still not gone. Also tried the bake in Fallout New Vegas getting the same result.
What`s the whole mystery on all this?
For example, the 3ds Max baker is only synched with the 3ds Max scanline renderer, and particular viewport shaders.
To completely kill seams, you need to find out what baking tool the developers used to make their normal maps.
Without that, you can only reduce seams, or hide them.
http://fc04.deviantart.net/fs71/f/2013/051/c/8/3_by_kaya47-d5vo3xc.png
http://fc06.deviantart.net/fs71/f/2013/051/6/1/2_by_kaya47-d5vo3tw.png
http://fc06.deviantart.net/fs71/f/2013/051/c/d/1_by_kaya47-d5vo3kx.png
These images are rendered under Fallout engine.
And i remember the Max bakes showed OK in xNormal. Why is this happening? I can`t work any further because of this
Do you think this might help you?
edit - Hmmm i baked the normalmap in max, exported/imported the mesh to udk, added the normalmap to the model with specular, and looked good. So i started guessing the problem is with the Fallout engine(i mean different tangent basis for example, what Eric said).Try out plz what RC-1290 linked, and lets see how it looks in engine after that.
One thing i know, Fallout is using +X -Y +Z swizzle coordinates for normal maps. I followed this tutorial made by Millenia: https://www.youtube.com/watch?v=y_1ql8yH2Ow . He`s doing weapons for Fallout New Vegas and they look flawless.
Looks ok not?
I think the problem was that you baked the normal with wrong orientation. Up was down i guess.
Anyway, i finally managed to get a clear render under xNormal after i exported the lowpoly again. It "seams" that my bake was not the problem, it was the lowpoly that i first exported. I`m gonna import the new poly to Fallout and see what happens