I painted the normal in bodypaint to get rid of the seam, ( i cant view just the R,G.B channels in the aplication thou ) and there is no seam in the texture, but the normal map still displays weird .
I checked the normals of those faces and nothing seems wrong to me
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What app are you viewing it in, and have you tried any custom shaders (or if you're already using a custom shader, try a different one).
Sometimes a better shader can help hide this issue.
Try using a DirectX Shader material using something like JIStyle's skin shader, or Ben Cloward's HLSL normal map shaders, they hide seams better than standard Max shaders.
EDIT : and i cant use any shader besides the normal max one
Just a shot in the dark.
yeah the thing is this is for a job , and they want me to clean the seam , the normal wich is causing it is cleaned
EDIT : and i cant use any shader besides the normal max one
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That's like saying you need a sphere but they only want 2 faces...
Try it with Ben's shader, if it works, explain to them its the shader and not the asset causing the problem and there's nothing more you can do from your end (by showing them screenshots with the different shaders).
thank you all for the help !
You say you paint them in mudbox, that means you use the highest sub-d and the lowest and bake it?
I'm not really a guru on this subject though, so I could entirely miss the makr.
I might be wrong (this is probably a better question for Per128's big thread on normal mapping), but when UVs split the lowpoly tangents are changed somehow, when relating to normal maps anyway. So painting over a seam to make the normal map colours match up, isn't the same thing as actually hiding the seam.
I think StJoris might be more accurate when he says it's a better idea to re-render the normal maps and see how they look.
P.S - mop, check ur pm :P
you could dupe the low mesh and reuvw the problem area, then render all your texture work from the problem low to the cleaned low as self-illuminated diffuse maps.
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While that might work by pure chance, normals have to be recast in all cases where the orientation of the uv's change between the two uv-sets. A normalmap is no diffuse map, so you can't treat it like one.
Just for rendering a diffusemap from one uv-channel to the other you don't even need projection or a duplicate of your model.