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normalmap from SP directly into Cryengine possible?

christopheduron
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christopheduron polycounter lvl 2
Hello guys,

Is it possible to use the normalmap baked with substance painter directly for use in cryengine without having trouble with seams? The only way i've found to get my normalmaps to work is using the Nomaps converter right now, but it would save me alot of time if i could bake it directly with substance painter instead.

Even Xnormal would be a good solution, but those normalmaps always show up with seams aswel unles if i run them through 'Nomaps'.

Thanks.

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  • Son Kim
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    Son Kim triangle
    It would be nice if we didn't need to use NoMaps, sounds like a good feature request for Substance Painter, Cryengine V source code is open  so it should be doable, whether it's easy to implement or not that's another story.

    I still get seams using NoMaps, on a simple cube mesh but it's not on the UV island area, any idea what it might be or how to fix this? I added this cube to the SandboxInteraction.cry map.



  • christopheduron
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    christopheduron polycounter lvl 2
    I definitely still get seams here and there when using Nomaps, but from all the methods i've tried it gives me the best results.

    Do you use a cage when baking? I suppose you do since your edges seem to be quite smooth, other than that i really wouldn't know what else you could do to improve your bakes.
  • Son Kim
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    Son Kim triangle
    :smile:  I'm a newbie when it comes to Cryengine, I'm really excited since they seem to want to support FBX now(animation support in the future). The issue you see is not related to UV seams, it's just the sun at 12 clock noon - just change the time the shading issue will be gone. I don't actually have an visual seams at all on UV island.

    For NoMaps, I bring in a object space normal from Modo, and a height map from Substance Painter, combine the 2, convert to tangent space it does work. However it would nicer to output a compatible tangent basis directly from SP.
  • christopheduron
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    christopheduron polycounter lvl 2
    Exactly. When i paint some extra detail using SP i can't really use the normalmap unles if i combine both normalmaps and mask the UV edges from the SP normalmap.

    When i have made a model with several dozen UV islands this gets a bit too tedious.
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