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(3Ds Max) Mirrored Normal Map issues from ingame mesh

polycounter lvl 9
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Crimzan polycounter lvl 9
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 :D Ingame, the model looks perfect (of course) :P But when I imported it in 3Ds Max and applied the textures, this problem shows up.

serah2ouvx.png

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

  • SuperFranky
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    SuperFranky polycounter lvl 10
    Probably just the difference between tangent space used in the game and in 3ds Max. Try flipping channels on the normal map.
  • pointcache
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    pointcache polycounter lvl 6
    Probably just the difference between tangent space used in the game and in 3ds Max. Try flipping channels on the normal map.

    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

    unityTangentSpace3.png
  • Crimzan
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    Crimzan polycounter lvl 9
    Hello there and thank you for your answers! :)

    @SuperFranky
    I tried that with every channel in the normals. Just take a look at this gif:

    serahabunb.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? :(
  • ahtiandr
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    ahtiandr polycounter lvl 12
    when I mirror my model in 3ds max I get also shading problems . What I usually do is resetting X form of the mirrored part and then flipping the faces.
  • Crimzan
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    Crimzan polycounter lvl 9
    Hello guys!

    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:

    c81da206f3.jpg

    And that gave me the result I wanted:

    serahhdzxux9.jpg

    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
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