Home Technical Talk

3dsmax UV normal map seams after file merge

Afon
polycounter lvl 7
Offline / Send Message
Afon polycounter lvl 7
So i take each part of the model and bake it, then i get the multiple files and merge them together (selecting alpha making a new layer and duplicating into a merge file), but when i do that i get horrible seams in the xoliul and 3point shader,
but if i just use the original bake that has only one object on it it looks good, similarly there is no issue in xnormals 3d viewer,
it looks like a channel is flipped or something, the images all look the same.
http://i.imgur.com/yAESxQV.jpg

Replies

  • Steppenwolf
    Offline / Send Message
    Steppenwolf polycounter lvl 15
    You don't have to bake such a simple model in multiple steps. But to answer your question, i guess it's either a flipped green channel or you combine the maps in a manner that messes up some gradients. Never use a script or some overlay tricks to combine parts of baked maps. It causes some subtle color shifts that you don't necessarely see with the naked eye but that become apparent on the model. Either cut out the parts or mask them.
  • .Wiki
    Offline / Send Message
    .Wiki polycounter lvl 8
    When you work with normalmaps in photoshop. Be sure you don´t manipulate the color space. Normalmaps are in linear space. Maybe you are saving them in srgb colorspace by default out of photoshop.
    And like Steppenwolf said, this is a quiet simple asset. You don´t need to split it for baking. Just explode it to avoid normalmap and ao intersections.
  • Afon
    Offline / Send Message
    Afon polycounter lvl 7
    I know you can, I just dont like doing it, because of the way the projection modifier works, or rather doesn't work.

    Anyway it seems telling photoshop not to color manage the document and turning on proof colors, has fixed the issue.

    Thanks for pointing me in the right direction.
Sign In or Register to comment.