Home Technical Talk

Diagonal seams in normal map

polycounter lvl 9
Offline / Send Message
Wayfray polycounter lvl 9
I posted this in a normal mapping thread, but it didn't get noticed.

My main problem is the diagonal seams around the parts coming out of the main cylinder of the hydrant. Here's an image to show what I mean. On the left is the low poly with cage (and high poly objects in light grey), on the right is the low poly with normal map.
http://www.flickr.com/photos/106486657@N03/10457954894/

Should I change the projection cage? I tried changing it, but it didn't affect the diagonal seams.

Replies

  • fatihG_
    Offline / Send Message
    fatihG_ polycounter lvl 14
    Try flipping(/invert) the green channel of the normal map.

    If that does not help, make sure to triangulate the lowpoly before baking normal maps.
    It could be that the "baker" triangulates the low poly differently than the program you are rendering it in.
  • Wayfray
    Offline / Send Message
    Wayfray polycounter lvl 9
    Thanks for responding. I'd appreciate any more help from others knowledgeable about this issue.

    I'm working in 3dsmax, and although I tried flipping the green channel as suggested, it's already set up correctly and changing it doesn't fix the problem.

    As for triangulating the low poly, since it's all done in 3dsmax this shouldn't matter right?
  • almighty_gir
    Offline / Send Message
    almighty_gir ngon master
    there's a lot of things that shouldn't matter about normalmap baking. but that's not how they roll.

    fucking EVERYTHING matters.
  • Wayfray
    Offline / Send Message
    Wayfray polycounter lvl 9
    Thanks for pushing me in the right direction, the diagonal seams are fixed. Now can you tell me if there is anything I can do with the slight seams that appear all over the model?
  • EarthQuake
    what does your lowpoly, without normal map look like? How are you smoothing groups set up?
  • Wayfray
    Offline / Send Message
    Wayfray polycounter lvl 9
    Thanks for the help. After autosmoothing all faces with threshold angle of 45, the seams are gone. I also tried using specific smoothing groups, but I didn't see any difference in waviness, which is another problem I thought I could solve by smoothing.

    Here is an updated picture, with the low poly on the right. http://www.flickr.com/photos/106486657@N03/10522020964/sizes/l/in/photostream/

    All need to do now is fix the waviness. I've been learning about the use of geometry from your thread, EarthQuake, but I don't want to have to redo my bake to fix the waviness problems. I've painted out the waviness on the bottom ring around the main cylinder, and I'm thinking of painting out the other wavy sections unless something else is suggested.
  • fatihG_
    Offline / Send Message
    fatihG_ polycounter lvl 14
    Wayfray wrote: »
    I don't want to have to redo my bake to fix the waviness problems.

    This is not a very good attitude.
    It's like trying to pump flat tires that have been punctured. No matter how much you pump them up, the main problem will never go away.

    In this case the "problem" here is that you avoid to do things the proper way.
    If you are going to "fix" the normal map manually.. than screw baking altogether, why not just paint the normal map from scratch?

    It might feel like a pain in the ass to do the same thing over and over, but unless you actually teach yourself to do it the "right" way, you will always run into the same issues.
  • Wayfray
Sign In or Register to comment.