Hello, I am having a problem with seams in my normal map that I am creating for a rock. I cannot hide the seams where I cut my UVs because I want the rock to be able to be turned any way for using in an environment.
My Current workflow is
-Model and UV rock in Maya.
-Bring model into Mudbox, and paint the diffuse using a rock texture onto it ensuring there are no seams.
-Then I have tried multiple programs for converting my diffuse to normal maps including Quixels NDO and Crazybump.
-Next I import my model, diffuse, and normal into Unreal Engine 4
-I setup my material in Unreal. I plug my Diffuse map into Base color, and everything looks fine, no seams
-Then I plug my Normal map into the Normal slot and now I have seams in my normals.
I am wondering if anyone has any work arounds for making converting diffuse to normal without having seams.
Diffuse Map
https://gyazo.com/7fcb4fab46effec58db84984cb1ebb8dNormal Map
https://gyazo.com/02704cf360f3a254bf6df84653778e04Diffuse in Unreal (No Seam)
https://gyazo.com/5eb9db8b8e6b8e69cf94a40b4722b8a0Diffuse+Normal in Unreal (Seam)
https://gyazo.com/47c8a2a7d9e9c4013b2e0bd193e2ba4cThanks again friends. Cheers.
Replies
When I plug the Normal Map into the Base Color channel I still do see the seams. I'm just confused because the Normal Map is created directly from the diffuse, and the diffuse itself doesn't have a seam when I plug it in so I don't know why the normal has a seam.
Normal Map in the Base Color Channel in Unreal
https://gyazo.com/a02ba69e4f3eace7ded309d9d6bb88c6
Thanks again. Cheers.
Basically if you are not using tiling textures, automatic normal generation will not work and you will always get seams like these.
I was not aware those programs only worked with tileable textures, but that does make sense now. I had a base tileable texture, and I used the projection tool to paint it onto my rock mesh. If the take the base tileable texture, and convert that to a normal then use the projection tool is there any way I could get an accurate normal map, or if there's any other way I could workaround this or change my workflow? Apologies for asking so much of you my friend, I just want to learn the right way.
Thanks again. Cheers.
-I took my base tileable diffuse map
-Then converted it to a tileable normal map in crazy bump
-Then I imported my mesh into Substance Painter
-Then I got the base brush tool, plugged my Diffuse into the base color of the brush, and my Normal into the normal of the brush
-So now when I paint I am able to paint the diffuse and normal at the same time eliminating the seams.
Thanks friends for you reply, have a good one.