Hello guys!
I am having a lighting issue in 3Ds Max. I googled a lot about this, but I haven't found a solution for this problem
So, this 3D Model is from Final Fantasy 13-2. The model is mirrored in the center (at least the skin part), and there are visible seams.
You can see them on her nose, the chin, and on the neckband for example. And her eyes look creepy as well
Ingame, the model looks perfect (of course) :P But when I imported it in 3Ds Max and applied the textures, this problem shows up.
As this is a 3D model from a game, I can not just rebake the normal map. How I said, there is no issue in it ingame, so I guess that this is a problem in 3Ds Max
I read about offsetting the overlapping UVs so that they don't overlap anymore. Doesn't fix it. Resetting XForm doesn't help. Welded vertices with a treshold of 0.01 which also didn't solve the problem...
I hope you can help me figure out how to fix this problem!
Thank you for any help in advance
-Crimi
Replies
It can help, but the thing is the tangent space is not only the axis orientation, but also the way they are computed on bake.
That means that even if axis are the same x+y+z+ for 2 engines if their algos differ they are going to display same normal map differently. You can see it here
@SuperFranky
I tried that with every channel in the normals. Just take a look at this gif:
@pointcache
Sounds interesting. Does that mean that I can not use this normal map at all? Because 3Ds Max doesn't know how to handle "this type" of normal?
So is there any other way I can fix this?
It's been quite a while since I last opened up that model to face the normal-map problem.
I recognized that even if I set a completely FLAT Normal map-texture (that is, having just R=128, G=128, B=255), which has no details at all, there are also seams visible - so I think that it is not a problem with the normal map.
So the actual problem is the Gamma and LUT-Settings. The Gamma is set to 2,2 in my system. So when I load the texture, I make sure to override the Texture's Gamma-Setting to 1,0:
And that gave me the result I wanted:
I know this post has been quite long, but I wasted so many hours trying to figure out this problem, and I think that other people might find that helpful!
Thank you for your posts anyways, guys, I really apprectiate it!
-Crimi