Baked in 3ds max. I unwrapperd half of mesh, symmetry, and weld vertex. Can i fix this withoun rebaked maps? Can i do some fix in Photoshop? First image - screenshot from 3d coat.
Did you bake after mirroring the model, or before? It needs the same vertex nornals to be seamless, but mirroring changes the nomals, so you must bake after.
Also, can you show a backface culled wireframe? The triangulation needs to be mirrored too.
Indeed, you have to move the uvs of the other side out of the way, and let the bake happen with the center edge being smooth.
Seems like I've got it. Can I bake uv like in example above or should the edge of all mirrored parts of uv be on one side? I marked seamse with red color.
Sometimes an artist will decide to delete half of a symmetrical model before baking.
This is a mistake however because often the vertex normals along the hole will bend towards the hole a bit; there are no faces on the other side to average the normals with. This will create a strong lighting seam in the normal map.
It's typically best to use the complete mirrored model to bake the normal map, not just the unique half.
Your UVs are mostly OK. Some of the islands are touching each other:
Also, stop using Mirror, it's quite buggy and gives you flipped normals. Use Symmetry modifier instead.
So:
1)delete half of the mesh
2)UV it
3)Apply symmetry
4)Move UVs
5)Triangulate your mesh by: applying Edit Poly, choosing all vertices and pressing Connect
6)Make a cage using Projection modifier
7)If you're exporting the mesh somewhere else, reset Xforms and convert to Poly again
8)Bake
Any time you're remaking mesh/adjusting UVs or whatever, you have to rebake the maps.
Anyway, read my guide on normal mapping, it's in my signature. That'll help you.
Replies
It's really hard to help you without you letting us know these things. Help us help you.
http://wiki.polycount.com/wiki/Normal_Map_Technical_Details
3d max
Marmoset
How exactly are you rendering in 3ds Max? Viewport or render? Which shader?
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-BFFFC7F4-8B39-435C-9015-A38245A3250B.htm,topicNumber=d30e499665
Here's a quick test in Max 2015. Small seam, but not a major problem, won't show in majority of cases.
Box has the same smoothing group on both sides of the seam.
But it gives the same result if it's baked with a hard edge there, since the UVs are offset anyhow.
One smooth group.
Also, can you show a backface culled wireframe? The triangulation needs to be mirrored too.
That is your problem.
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Typical_Mirroring_Workflow
Seems like I've got it. Can I bake uv like in example above or should the edge of all mirrored parts of uv be on one side? I marked seamse with red color.
Thx, but from the article I didn't understand exactly what's wrong.
Did you read it? From the wiki:
Your UVs are mostly OK. Some of the islands are touching each other:
Some of the UV islands are touching the edge of the UV square, which is usually bad:
I think i understand, i post result when im trying, thx.
maybe I'm doing something wrong, but i have that result.
1. a) i delete half mesh
b) mirrored
c) weld vertex and move half of UV to 1 position.
Result
2. a) i delete half mesh
b) mirrored
c) weld vertex, move half of UV to 1 position and flip UV horizontal.
Result
I can not understand where I'm wrong.
This UV result is the right one
Also, stop using Mirror, it's quite buggy and gives you flipped normals. Use Symmetry modifier instead.
So:
1)delete half of the mesh
2)UV it
3)Apply symmetry
4)Move UVs
5)Triangulate your mesh by: applying Edit Poly, choosing all vertices and pressing Connect
6)Make a cage using Projection modifier
7)If you're exporting the mesh somewhere else, reset Xforms and convert to Poly again
8)Bake
Any time you're remaking mesh/adjusting UVs or whatever, you have to rebake the maps.
Anyway, read my guide on normal mapping, it's in my signature. That'll help you.