Hi guys!
It's my first post here and I have to ask a question.. I've got a problem with the baked normal map that shows the seams exactly where I broke my UV. I tried to search out old threads on polycount and I'm pretty sure it's something that concern with mirrored geometry..but I didn't find nothing that help me. My mesh is a character and I sculpted it in zbrush, I made the low poly in max and baked maps in max (tried also xnormal). It seems the normal map is the exactly inverse in the areas where the seams coincide each others. This thing appears on every piece of geometry in the exact place where i broke the UV.. shirt, trousers, arms, back of head, fingers etc.
I've attached the characters just to make more easy to understand the problem..
Thanks for help.
Daniele.
Replies
If you're baking in 3ds Max, then you'll get the best results rendering it in Max. If you have specific versions of Max, they won't show maps correctly in the viewport, no matter what you do. What version of Max are you using?
There are ways to get the normal map out to other software as well, check out handplane.
Also this could simply be that you need to invert the green channel.
Hi there Eric, thanks for responding me, actually the pic I submitted is a screenshot from marmoset, if I render that in 3ds max (max 2014) I obtain pretty much the same result.. I've also tried in UE4!
Handplane looks a nice tool! but in this case I rendered a tangent space normal map not a object space normal map (never tried to do in max)..so I don't know how to use it.. I attached the normal map of the head btw.. you see? It seems that right side is the exact opposite than left side. I don't really know how to fix it!
http://wiki.polycount.com/wiki/Normal_map#Tangent_Basis
For your problem, Toolbag should be able to render without seams. I bet your green channel is inverted.
Are you using Toolbag?
Ok thanks! I'll try to read into the link! Btw yes I use toolbag to preview my models! Of course I'd like to have a good normal map in the game engine too!
It seems flipping Y works! Thanks guys!