When I generate normal maps I get seams where I split my model for UV mapping. The seams are closed of coarse after setting up the UV's, LW users will know what I'm talking about. Is it up to the shader to solve normal map seams?
try flipping the red and/or green channels, the problem is that the normal map is being rendered with Red+ being right instead of left, or vice versa, and/or Green+ being up instead of down, or vice versa.
Looking at that it looks like you'll need to flip both the red and the green channels to get it to light correctly.
It kind of looks like your shader would read the tangentspace normalmap as objectspace, too. Perhaps there is a checkbox somewhere that tells the shader how to interpret the normalmap.
You could try XNormal - www.xnormal.net
Be sure to get the documentation and read it too, if you don't understand how the program works. It's very good for creating and displaying tangent-space normal maps!
Best of all, it's free
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this is closer to the way I want it to look but this is object space which I've read won't work too well with deforming characters...
and here's tangent space... comes out with the light inverted or something.
These were both rendered in lightwave.
try flipping the red and/or green channels, the problem is that the normal map is being rendered with Red+ being right instead of left, or vice versa, and/or Green+ being up instead of down, or vice versa.
Looking at that it looks like you'll need to flip both the red and the green channels to get it to light correctly.
Be sure to get the documentation and read it too, if you don't understand how the program works. It's very good for creating and displaying tangent-space normal maps!
Best of all, it's free