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Messed up shading with normals...please help

Hey guys, hope you guys can help me figure out what the issue is.
The shading of my model seem to break whenever I edit my normal map with photoshop or NDo and re-apply it. It seems to be working
fine if I just use the map straight from the bake without edits though. Not sure what the problem is. Any help would be great.


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  • Scriptorium
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    Scriptorium polycounter lvl 3
    Not sure about 3ds Max, but I'm sure there's an option like in Maya where you choose what kind of normal map it is. If you used Mudbox or something similar than you probably need to set it to Tangent World Space or Tangent Object Space rather than Bump. See if it helps. 

    If it doesn't, you can share your UV snapshot of the object and the normal map itself. I got similar results with messed up UVs and/or too intense Normal Maps. When you edit your map via Photoshop, do you use something like Fake Crazybump to liven it up? This might be the problem. Otherwise, if you're just removing artifacts in your 2D editing software then it's certainly strange.  By the way, when you're done editing it, are you sure you save it in the same way the original Normal Map was encoded?
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