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Normal map gradient errors. What is causing this in this image? And how do I fix this?

Travis C
polycounter lvl 8
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Travis C polycounter lvl 8
Before baking, in maya I set to face, softened all edges, then hardened all the UV seams.

My xnormal settings:


I've tried fixing it in photoshop with the clone and smudge tools, but it doesn't work. How should I proceed from here if I want to fix this normal map error?


the image was rendered in 3do, with the ue4 presets

Replies

  • Obscura
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    Obscura grand marshal polycounter
    Thats a triangulation error. Triangulate your mesh before baking/export.
  • musashidan
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    musashidan high dynamic range
    As an aside, painting out errors on your normal map is bad practice and should really be avoided :smile: 
  • Travis C
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    Travis C polycounter lvl 8
    Obscura said:
    Thats a triangulation error. Triangulate your mesh before baking/export.
    I just triangulated my lowpoly and made a new cage from that for xnormal, then baked.
    But I am still getting the same exact errors. 

    Any idea what else could be causing this?

    perhaps do I have to re-soften and re-harden uv border edges again? 

    EDIT: ok after some flopping around I just realized that I had to also replace my lowpoly mesh with the triangulated version instead of just the re-made normal map. 
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