Hey folks, if it is a lame question, please do not judge me too hard, I did try my best to find a solution in Google, but just could not find the same situation.
Let me present you with the case:
I have a model that have the Unwrap seems visible in 3DsMax (I know that the choice of it is not the best, I also know that the issue will disappear when just make seams on other - less visible place. But I had this issue from quite some time, and never been able to solve it in its essence) here is a preview of the Unwrap UVW seems:
Now the situation is this: the area of the seems have same smoothing group of 1, it is same object, the vertexes are welded. Shading in Max is correct, but when I apply the normal I get strange result, around the seems.
It looks pretty much OK in Substance Painter:
What I have tried:
- I did make sure that it is all one object, and no unwelded vertexes are present on this area.
- I did try with "Compute Tangent Space per fragment" in SP
- Manually inverting the green channel.
- The issue is around a loop, but still tried it with triangulation export.
I am kind of dry on ideas, and will appreciate any suggestion. Thank you!
Replies
But considering what you've already tried, I feel there's a wrong gamma correction applied to the normal map in max. Albedo maps should be gamma corrected, but not "mathematical maps" like normal/displacement maps, which should stay linear.
https://coronarenderer.freshdesk.com/support/solutions/articles/5000675886-a-normal-map-appears-to-be-using-input-image-with-incorrect-gamma-this-can-cause-shading-artifacts-
In which software would you like to visualize your object in the end ?
Because if it's Unreal or Toolbag, you don't really care about Max rendering it wrong.
Eventhough they now all tend to use a same standard called "MikkTSpace".
Tbh i never display normal maps in max.