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BI0PREDAT0R
polycounter lvl 5
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BI0PREDAT0R polycounter lvl 5
Hey PC I'm have a weird issue with my normals or maybe it has to do with marmoset. I have a a half UV shell baked out and I'm duplicating it and combining the two meshes into one. Below I have a a image of the problem. screenshot001_zpslnkwpsze.jpg~original

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  • Bartalon
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    Bartalon polycounter lvl 12
    I think a little more info is needed.

    When baking, are you using only half a high poly? Half a low poly?
    What software are you using to bake your normal maps?
    Are your mesh settings in Marmoset set to the correct tangent space configuration?
  • BI0PREDAT0R
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    BI0PREDAT0R polycounter lvl 5
    Bartalon wrote: »
    I think a little more info is needed.

    When baking, are you using only half a high poly? Half a low poly?
    What software are you using to bake your normal maps?
    Are your mesh settings in Marmoset set to the correct tangent space configuration?
    Sorry, when I'm baking I use half of the low poly and baking to a full high poly mesh then with my results I take my low and duplicate mirror and weld, I'm using Xnormals to bake and also making my own cages, simple clone the low and using push modifier.

    For marmoset I have'nt looked ill play around with that
  • Bartalon
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    Bartalon polycounter lvl 12
    In Marmoset your mesh settings should be configured for MikkT tangent basis.

    If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts.

    See also: http://wiki.polycount.com/wiki/Normal_map there's a section on Mirroring and Duplicating Parts.
  • BI0PREDAT0R
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    BI0PREDAT0R polycounter lvl 5
    Bartalon wrote: »
    In Marmoset your mesh settings should be configured for MikkT tangent basis.

    If you're still getting seams, try baking with a full low poly with a soft center edge loop. Make sure the UVs of the duplicated side are offset 1 unit in UV space or you will get bake artifacts.

    See also: http://wiki.polycount.com/wiki/Normal_map there's a section on Mirroring and Duplicating Parts.

    Thanks for the help man, it turns out it was the marmoset tangent space thing switched to Xnormal and fixed it.
  • Eric Chadwick
    I'm surprised that fixed it. You'll probably run into this again with any topology that's a bit more complex. You shouldn't bake with half your lowpoly, because the vertex normals along the seam will change after you mirror and weld. More info here explaining why: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring
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