I've been trying to fix this one for a while now but I just cannot work it out.
As you can see from the image it doesn't seem to be a texture issue since it happens with untextured models, also I should mention that in Unity it happens when the model is untextured with my custom shader but not with the default shader in the image.
I'm exporting triangulated, have tried OBJ and FBX, mirrored UVs are at 1 (as above), I've tried manually editing normals, nothing seems to have any effect.
I'm hoping this is something simple and I'm just a fool
Replies
How was the baking done? Did you bake, then mirror over... or did you bake with the mirrored bit in place but offset in UV space? If you can show your normal map and high/low mesh it might help make the issue more obvious.
Thanks for the ideas guys.
If they flow differently, make sure you triangulate before you bake/export.
In Max hidden edges can flow any which way [\][/] but a non visible edge to another program tells it to set the triangle striping any way it chooses so [\][/] becomes [\][\] and you get a seam because your normals no longer match.
The easiest way to triangulate without destroying your quads is to add a "Turn To Poly" modifier to your stack, set the number of sides to 3. Then you can delete it or turn it off and your back to quads.
At first it might seem like a lot of work but you'll be done soon enough, seems your mesh is small enough so it should be done in no time.
^This however when working with characters you have to stay on point with how the mesh will deform if your around a lower poly range, i don't think higher meshes matter so much with this but i would do it anyway.
Nice mark i didn't know about turn poly, wonder if my way is redundant?
Good luck.
@DavidCruz - I haven't turned edges in quite some time, kickin' old school
It's a good idea but I think you're right, Turn To Poly is probably a better solution in this case. A combination of the two might work well in future though, for situations where you want the edges turned in specific ways in some places but aren't bothered about the rest.
I thought it was time I tried a new scene in case it was Max up to its old tricks but still no luck, this one really has me stumped.
It should be pretty self explanatory what is what but HP = high poly, LP = Low Poly and there's a quick and dirty cage made for testing.
The requested URL /Mirror_Issue.RAR was not found on this server.
When I try attaching the lowpoly in Max to a Box, the view scales oddly. Very strange.
Try cleaning this file out in Max, by exporting the meshes as OBJ, quitting and restarting Max, then importing them into a fresh scene. Rebake, re-export FBX, etc.
I did some tests with boxes trying to see if it was the scene file being corrupted or something else. Any time I use mirror or symmetry it happens. Is that normal? should the bake account for it? If not then can someone else try creating a box, mirroring and exporting to marmoset or unity and checking with a material with high reflectivity? (for the sake of my sanity).
Thanks for you help Eric, I really appreciate it
What version of 3ds Max are you using? And what version of FBX in 3ds Max? How exactly do you mirror the model?
Mostly I use symmetry but mirroring object, attaching and welding also seems to have the same result.
Created a box, used symmetry, offset UVs and exported, same deal. So I can't help but think it's just something that happens when you offset UVs (this project is the first time I've done that) but obviously other people do it all the time and don't get it so maybe I'm somehow doing something wrong with the UVs?
http://www.ericchadwick.com/examples/files/Box_Symmetry_2015.zip
Ok so I followed your lead there and tried something very similar aaaaaand still noticed it. At this point I'm wondering if I'm being super picky because it's only at particular angles with very high reflectivity that it's noticeable plus it's quite subtle a lot of the time.
Eric would you mind uploading or sending your test so I can try it out for myself?
But anyhow that seam is super minor. You'll never notice this on an actual asset, once it's textured and in a real game lwvel.
If it's a large asset, you won't be mirroring anyhow, you'll be using tiled textures etc.
I think it's happening with yours but it's hard to tell so maybe I'm just expecting too much. This is a finished asset it's a simple style I'm going for so unfortunately the flat colour shows the seams really well.
With normal:
Without normal:
So I'll probably have to redo it as a non-mirroring mesh and have a larger texture I guess?
I tried the object space map and handplane method and it's a tiny bit better but not enough, So I guess I'll make an exception for the pool table and reduce the reflectivity. For other models I'll have to be very careful about how I mirror and avoid any shiny areas.
It's a shame that there wasn't a full fix but I've learnt some stuff and thanks to everyone who replied