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Cimitarra Blade [WIP]

polycounter lvl 6
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ToRuKMactO polycounter lvl 6
Hi everyone, I m working on that blade and I did not like the NormalMap result that I obtained, especially some uglys black lines on the edges

BaseMesh
image.jpg

HighPoly
image.jpg

HighPoly Bevels
image.jpg

BakedLowPoly Black Lines
image.jpg
image.jpg

I friend of mine told me that it is a viewport Bug or problem, Im not sure about that, I didnt test at any engine yet and I like to start painting by Normal and Diffuse maps bakes, I would like if you guys help me!!!TY

Replies

  • WesleyArthur
    It could be flipped, have you tried inverting the Green channel of your normal map? That can produce similar results.

    Different programs interpret normal maps in different ways, so if you've made it in one program, it might need inverting in the other.
  • ToRuKMactO
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    ToRuKMactO polycounter lvl 6
    It could be flipped, have you tried inverting the Green channel of your normal map? That can produce similar results.

    Different programs interpret normal maps in different ways, so if you've made it in one program, it might need inverting in the other.

    unfortunately that won´t help, its already Y+ for Maya render and I have some deatils that I wil need that axis, I also tried differents mesh scales with no sucess

    Normal and Diffuse Maps
    Cimitarra_Full_Tang_Baked_Shade.png
    Cimitarra_Full_Tang_Baked02_normals.png
  • WesleyArthur
    Hmm have you checked your smoothing groups? Each smoothing group should have its own UV shell before you bake your normals.

    Also I'd get more padding in there, just to be on the safe side.
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