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Yet again a normal map problem.

polycounter lvl 7
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underfox polycounter lvl 7
Gi guys, I'm having an issue with my normal map showing a seam where I thought there shouldn't be one.

aqor.jpg

here is a shot of the low and highpoly version maybe it can help you out understand beter my mistake.

16pn.jpg
everything is on the same UV island and the Highpoly is perfectly smouth. Yet when I bake it and import it in the engine it shows this subtle seam ( subtle but it's here And I want it gone :P)

I know that with so many normal mapping tutorials from great guys of this forum, there shouldn't be any questions about it, but well.. I just can't find the solution in those tutorial . So I hoped someone here might have an idea what could be causing it.

If further information is needed let me know.

Replies

  • Joopson
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    Joopson quad damage
    Does the texture have padding?
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    Can we see your normal map texture?
  • AlecMoody
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    AlecMoody ngon master
    You have a smoothing split but don't have UV padding. You need to either remove the hard edges and rebake, or split those UV islands off and rebake. A smoothing split requires a uv split with padding.
  • Noors
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    Noors greentooth
    Where you have hard edges on the low poly, you MUST split your uv's. Apply only 1 smoothing group to your lp, or split uvs and let space for padding.

    edit: i agree with Alec !
  • underfox
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    underfox polycounter lvl 7
    hi joopson thansk for the help.
    Yes, it set by default on 2 on the RTT. Yet I tried baking with 0 padding and it still have this issue :S
    AlecMoody wrote: »
    You have a smoothing split but don't have UV padding. You need to either remove the hard edges and rebake, or split those UV islands off and rebake. A smoothing split requires a uv split with padding.

    Perfect, that was exactly my problem. I learned a new thing today. Thank you very much, you guys are the reason why this forum is so great really.:thumbup:

    Probleme solved guys, thanks again.

    1tvd.jpg
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    you should always add some padding when you bake out your textures. Simply because when the texture mips down if there is no other color information surrounding the edges you will get errors.

    But in this case you should set your low poly to 1 smoothing group, and wield the UVs together where that seam/error is and re-bake.
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