First off, fantastic package. Easily my favourite way to present stuff. However, I honestly don't know if I'm making some rookie mistake, or something like that, but I remember not having this issue in Unreal, I think? (instead, iirc, the only issue Unreal had with normals and symmetry was a seam here or there)
Had the same thing going on with a mig welder, where for the half of the casing I made symmetrical, the indents appeared to be poking outwards and vice versa
e.g.
^ This was a little test involving the simplest of all baked normal maps on 1) a plane with a copy of itself mirrored and attached, and 2) a plane with symmetry. These weren't baked with the other half already there and UVs shifted 1 grid away, but I did that with the mig welder to no avail (just stuck to taking shots from one side of the asset)
Am I making a simple mistake here?
Replies
Some more info would help.
What are you modeling in?
What format (and what settings) are you exporting out?
Also if you could upload your mesh and texture I can take a look at it as well.
If you'd like to see what's going wrong, that'd be awesome Here are the couple of test meshes and the freshly baked normal map (I take it linking to public dropbox files works?)
https://dl.dropboxusercontent.com/u/41252375/test_method_1.FBX
https://dl.dropboxusercontent.com/u/41252375/test_method_2.FBX
https://dl.dropboxusercontent.com/u/41252375/test_NormalsMap.tga
You may see similar problems if you try to load the same mesh into Unreal 4 with the import tangents from mesh option as well.
Spot on! Tiny simple thing I didn't think to check. Thanks a ton no more seams/wasteful UVs
Is this also true if you choose an older version of FBX to export from max?
Talking about this here:
I had to export from 3dsmax 2015, 2013 or 2012 to get it to work. This problem was carried over to UE4 and Substance designer.