Two things to try. First look closely at the model and UVs in that area. Try moving those verts around to see if there are any hidden issues. Next, try baking to object space and test that in the viewer. If the object space looks good, your projection is good and the problem has to do with your topology or some tangent space issue.
Hi! I'm using Maya and this is really bothering me! Do you know of any solution in Maya? Thanks!
I've never used Maya so I'm stuck on that front, sorry.
Basically just trying to completely reset the normals so you can see any errors, fix them, then bake again. Someone else mentioned but make sure all of your vertices are welded properly/check for any open holes in the mesh
I would put my money on a disconnected vertex/overlapped uv shell.
I did check for disconnected vertexes and also UV shells. They are all fine! What I did to test one thing was, I took my normal map and painted a random blue over the suspected region. Then took it to MToolbag, and saw the normal detail from that area was wiped out and it looked like default. If I put the full normal map once again, then wow, again that problem!
I did check for disconnected vertexes and also UV shells. They are all fine! What I did to test one thing was, I took my normal map and painted a random blue over the suspected region. Then took it to MToolbag, and saw the normal detail from that area was wiped out and it looked like default. If I put the full normal map once again, then wow, again that problem!
The polygon's not flipped the wrong way around is it?
I do get the issue with the softening of normals and them not being able to harden again. Only way I was able to get them working again was setting the normals to their faces again and going from there.
Replies
Seem like a smooth group problem, just try reassigning smooth group to one just click on clear all before doing it.
If it doesn't solved also verify that the vertex is weld.
Regards Peter
Two things to try. First look closely at the model and UVs in that area. Try moving those verts around to see if there are any hidden issues. Next, try baking to object space and test that in the viewer. If the object space looks good, your projection is good and the problem has to do with your topology or some tangent space issue.
This seems strange. I can't harden my normals. I did have hard normals, but then I smoothed it. Now, it won't go back!
1) Reset the XForm Twice (I always do it twice just to be "safe" really
2) Apply two "Normal" modifiers and check "Unify Normals"
Doing the above should reset the normals, and reveal any broken normals/errors. You can fix it from there
As always I'd recommend incrementally saving your files in case something goes wrong and you can't fix it
Hi! I'm using Maya and this is really bothering me! Do you know of any solution in Maya? Thanks!
I've never used Maya so I'm stuck on that front, sorry.
Basically just trying to completely reset the normals so you can see any errors, fix them, then bake again. Someone else mentioned but make sure all of your vertices are welded properly/check for any open holes in the mesh
I did check for disconnected vertexes and also UV shells. They are all fine! What I did to test one thing was, I took my normal map and painted a random blue over the suspected region. Then took it to MToolbag, and saw the normal detail from that area was wiped out and it looked like default. If I put the full normal map once again, then wow, again that problem!
The polygon's not flipped the wrong way around is it?
Unlock normals
Set to face
Move on from there