Sorry for posting about this twice (as I've just posted about it on my WIP thread) but here it goes.
As you can see I'm having an issue with normal mapping my symmetrical T-Rex. Feels like I've tried everything and nothing is working. Can't seem to understand EXACTLY what the problem is.
Really would appreciate it if anyone could help me. Thanks!
I read something a while back about this problem with UDK.
The guy's solution was to open the texture in photoshop, select the green channel and deselect all the others, then invert the green channel and turn all the channels back on then save it out.
I'm not sure if it'll work in your case but it's worth a shot.
I read something a while back about this problem with UDK.
The guy's solution was to open the texture in photoshop, select the green channel and deselect all the others, then invert the green channel and turn all the channels back on then save it out.
I'm not sure if it'll work in your case but it's worth a shot.
Just been looking at your stuff, loving the Deadlander dude!
All flipping the green channel does is throw the problem on the other side of the mesh, i.e. the convex side becomes the concave and vice versa.
Yah my original guess would have been face normals. I recently discovered that if you mirror stuff in engine things will be weird. Which bugs me, because I'm pretty sure most everything is mirrored in games...there has to be a way around it.
Yah my original guess would have been face normals. I recently discovered that if you mirror stuff in engine things will be weird. Which bugs me, because I'm pretty sure most everything is mirrored in games...there has to be a way around it.
I wish it was the normals It's got to be something to do with the fact that the UV islands are obviously mirrored, and therefore are producing 'mirrored' results esentially. The way I'm seeing it is if I find a way to 'evert' the mirrored UV islands without flipping their positions in the unwrap then this should fix it.
Can't afford to waste another days work trying to figure this out... Thanks for the reply though :thumbup:
Thanks mate. Nah, I've never had this problem before.
UDK can be an utter tart with mirrored uvs but I'd say it's likely something to do with your face normals - it's the only thing I can think of that would affect the normal maps direction.
I spent a while travelling the inter-web for you and still can't find any answers to the specific problem.
If I were in your situation I'd step back to the mesh flipping stage and go from there, just to make sure I didn't miss something.
Best of luck!
Thanks mate. Nah, I've never had this problem before.
UDK can be an utter tart with mirrored uvs but I'd say it's likely something to do with your face normals - it's the only thing I can think of that would affect the normal maps direction.
I spent a while travelling the inter-web for you and still can't find any answers to the specific problem.
If I were in your situation I'd step back to the mesh flipping stage and go from there, just to make sure I didn't miss something.
Best of luck!
Y'no, you're all probably right with the face normals thing and I'm just being super dumb here. Guess I'll just take your advice and go back to the mirroring of the mesh. Cheers for having a look for me though, really appreciate it!
Not exactly relevant to your problem per se, but now that you've got it in engine with the normals facing proper, a second UV set with unique UVs for a detail normal map will help hide the symmetry in the final product.
explicit normals only ever make a difference for static meshes, as it's a feature not implemented in skeletal mesh importing
setting my normalmap compression to NormalMapUncompressed usually does the trick for me
Replies
Ugh. Silly mistake. It's been a long day! Thanks man.
The guy's solution was to open the texture in photoshop, select the green channel and deselect all the others, then invert the green channel and turn all the channels back on then save it out.
I'm not sure if it'll work in your case but it's worth a shot.
Sure did. All the normals are fine, facing in the direction they should be.
Just been looking at your stuff, loving the Deadlander dude!
All flipping the green channel does is throw the problem on the other side of the mesh, i.e. the convex side becomes the concave and vice versa.
Have you never come across this problem then?
I wish it was the normals It's got to be something to do with the fact that the UV islands are obviously mirrored, and therefore are producing 'mirrored' results esentially. The way I'm seeing it is if I find a way to 'evert' the mirrored UV islands without flipping their positions in the unwrap then this should fix it.
Can't afford to waste another days work trying to figure this out... Thanks for the reply though :thumbup:
UDK can be an utter tart with mirrored uvs but I'd say it's likely something to do with your face normals - it's the only thing I can think of that would affect the normal maps direction.
I spent a while travelling the inter-web for you and still can't find any answers to the specific problem.
If I were in your situation I'd step back to the mesh flipping stage and go from there, just to make sure I didn't miss something.
Best of luck!
Y'no, you're all probably right with the face normals thing and I'm just being super dumb here. Guess I'll just take your advice and go back to the mirroring of the mesh. Cheers for having a look for me though, really appreciate it!
There's no reason why they can't overlap unless when you're actually baking your normal maps.
Well there's 8-10 hours I won't be getting back. Least it's fixed though!
Cheers for your contributions Arac and PogoP!
setting my normalmap compression to NormalMapUncompressed usually does the trick for me