Hi everyone,
I'm busy making a next gen gun (almost finished).
But I'm having problems with my normal maps & symmetry in UE4.
I've used photoshop/quixel for texturing / normal enhancement & 3Ds max for everything else.
I know the number of normal/symmetry threads is already over 9000.
But I can't seem to find a solution by reading them.
I've also got this really weird bug, with misalignment on my symmetry seam.
As if the textures are slightly offset.
The normal lighting bug occurs both in UE4 & 3Ds MAX viewport. But once I render in max it's gone
I've already tried a lot of methods, including:
- Rebaking
- Flipping both the green & red channel (both together & separately)
- exported as .obj & fbx, multiple times with different settings.
- applied turn to mesh & uvw_unwrap (separately) in max before exporting.
- reset xform
- up lightmass quality and lightmap resolution in UE4
- made as manual second uv for the lightmap
- checked high poly for unwelded verts
- manualy moved the mirrored part of the drummag to try and align it, but it's always a pixel above or below the other side.
- mirrored the symmetrical part in unreal, and then used the mirror mode for texture wrapping in UE4.
- probably a lot more methods that I cannot recall.
Perhaps worth mentioning, before I apply the my textures in DDO (so normal detail aswell), the seam is much less visible.
Any help is much appreciated
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High Poly
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Normal/Lightmap Seam
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Texture symmetry offset
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Max viewport
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Mental Ray render
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UVW
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edit: pictures weren't linked correctly
Replies
Edit:
Also, can you show your lowpoly smoothing and what the normal map looks like in that area?
- first modeling the highpoly, with symmetry on symmetric parts.
- then retopologizing to get the low poly.
- Parts with symmetry where sliced in half and unwrapped, as well as unwrapping the rest of the low poly
- then symmetry was applied on the symmetric parts, symmetric uv's offset 1 unit to the right, and collapsed stack.
- Exploded low and high poly in separate scene, Merged exploded high poly to 1 editable poly.
Baked normals.
I just tried importing into UE4 and exporting out of max without explicit normals, but too no avails
Also I don't know how to visualise smoothing groups in max, so it's just a screenshot of the low poly.
And a render with normals map in the diffuse slot:
max and unreal are not synced
Edit: Also if end your normal map files with _N or _normal it should set the compression automatically on import.
And yes the compression is set to TC Normal DDO automatically sets a "_maptype" suffix behind all the textures.
And i'll try xNormal as a back up, right now I'm trying this guide http://www.polycount.com/forum/showthread.php?t=116922
Already fixed the misalignment by mirroring the entire offset part of the uv's and manually adjusting them to line up.
For Xnormal, should I export my obj in exploded format? And export the high and low poly as separate obj's?
Thanks for the help everyone btw
I can get any other bake perfect by checking mikktspace in xnormals. However, no matter whay I do, there is always a seam with mirroed UVs when I try to go from MAX to Unreal 4.
Current process:
1. Export low poly, mirrored UVs with extra shells offset 1 UV space, single smoothing group, as FBX with tangents and binormals, triangluate, and smoothing groups.
2. Export high poly
3. Import both in xnormal and bake with Y- and MikkTspace checked.
4. Import same low poly into Unreal with import normals AND tangents.
Ideas on what I am doing wrong?
Apprently something really odd is happening with 3DS Max (2015) for me. If I take my model, export it as an OBJ, bring it back into max, then export it as an FBX, it works. I am guessing there is something wrong with my normals. However, this error is very consistant, as I have created 12 test objects (simple planes, nothing complex) and all of them give me the same results. I know from experience that converting to editable mesh and then to editable poly fixes this issues as well... Sadly, that means you would lose all stack information.
I am going to contact autodesk and see if I can get a response on this issue. If anyone has anything to contribute, please feel free to post.
Edit: I tested Edit Normal and reset. It does not do anything. However, you can add an edit mesh and then add an edit poly modifier and it will fix it without you needing to collapse.