when using normal maps with modular assets, i get seams on the borderedges of the 3d tile.
this comes from different facing tangents(not vertex normal!) on the seams, as they are calculated from the uv position of the corresponding vertex. is there a way to fix this, as i have no tool to edit this manually in maya? my only solution would be that the engine needs to bake everything an recalculate all tangents, but of course our engineer that this is not practicable. Maybe somebody who worked on modular assets has an idea or approach for this.
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I use 3dsmax and I edit the normals by hand (and through script) so they match and tile correctly then bake. but if you can't do that then it gets pretty dicey...
best option in my opinions is to use panels and pillars and other assets to cover said areas.
i understand why this happens. i don't get why calculating the tangents from the uv vertices has any reason or benefit, but this is how normalmapping seems to be designed. i need a way to work around this problem.
If it's a tiled, instanced, modular mesh, have you considered just sticking to object space?
that does not work, as i wrap textures around different types of meshes. never used udk, but if you tile a floor or use a tiling rockwall, don't you get the same seams there...
Also are you editing the mesh/uv's after a normal map bake? That might be causing your problem too?
The following image shows a sort of specular seam (You can see it on say a lambert but it harder to notice) between the 2 meshes, and the 3rd mesh has its UVs split in the middle, which shows the seam also.
I have done modular stuff before, and didn't run into this issue or Maybe I was using Maya 2012 or was just paying attention to the vert normal to make sure there wasn't a seam.