I've just recently got back in to 3d modelling and have spent the past three days solidly trying to work out bump maps etc.
I'm building a treasure chest and for some reason. My mirrored UV's seem to be lit from the back of the faces, as if they are using the same lighting direction as the original UV's.
Now reversing the normals fixes this issue, but surely when I import in to an engine those faces are going to be invisible as they are facing inside the model then?
I've tried flipping the UV's etc but again that doesn't fix the fact the faces are being lit from behind.
Just wondering if anyone has any suggestions?
Replies
http://imgur.com/BfPDvYV
Here's a screen grab of what I mean. Hope that makes sense what I've said
Did you offset the mirrored and overlapped UVs at least 1 unit before baking? Only 1 forward-facing copy of the UVs should be inside the 0-1 UV square.
Did you Freeze Transforms before baking?
I'm using Maya 2014. I tried overlapping UV's then offsetting by 1 and that didn't work. This second one I did the normal map using transfer maps. I then redid the UV's for the mirrored sides and then offset by one.
Here's how they look now. http://imgur.com/mNZxUsp
I froze transformations and deleted history before baking.
They display correctly but only if I reverse the normals. But then the normals are facing inside the model. On the above pic of the UV editor it's the two offset shells that seem to be backwards I guess is the best way to describe it.
This is the normal map.
http://imgur.com/l6GJ1cD
Thank you for the help it's greatly appreciated
Yeah, it's an option in Transfer Maps. http://download.autodesk.com/global/docs/maya2012/en_us/index.html?url=files/Lightingshading__Transfer_Maps.htm,topicNumber=d28e525558
Also, it helps to embed your images in the post... Click on your image in imgur until you get to the largest size, copy the URL (yours ends with .png), then here in the forum click the yellow Insert Image button, and paste your url.