I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good.
I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look mismatched. So I export both models out to ORB and render the normal map from there. ORB does a perfect job, no seams on the normal map.
To test, I import the normal map from ORB into Max and apply it to the low polygon model, and the normal map looks as if it would tile perfectly... no visible seams or anything. However, exporting the model in game, there again, is an obvious edge where ever there is a seam on the UVW map.
From what I can gather...
* There is no problem with the mesh itself
* There is nothing wrong with the normal map I'm using from ORB
* There is probably something wrong with the UVW map seams and I have to "weld" them somehow so Max recognizes that it should be a "soft" edge
I don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)
You can see where I have the UVW seams here
Normal map tiles perfectly
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot
Replies
Thanks
J
Where can you download Renderbump, all the links are dead.
Also, to make that shape in Max, I'd probably just have used a Twist modifier on a cylinder, after extruding the edges in a similar manner - except that way, you'd be able to select edge rings instead of spending a while selecting individual faces in Edit Mesh mode...
I did have a few time-saving tricks up my sleeve. I did this on a quarter of a torus and then copied, rotated and merged them. Also, in the second screenshot, you can see that I changed the visible edges into rings to make selection easier.