Home Technical Talk

Mirrored normalmap in Maya

polycounter lvl 11
Offline / Send Message
Mique polycounter lvl 11
I'm making this character for a game and it's UV s are mirrored, like the chest and the face.
My problem is that when viewing it in maya it looks weird ooo.gif, although it looks good in the game.

So is there a way to view my mirrored normal map in Maya?

Sorry if this question have been ask before but I haven't found any answers in the forum.

Replies

  • Vailias
    Offline / Send Message
    Vailias polycounter lvl 18
    yes there is. Not sure if there is one BUILT IN, but here
    http://vailias.com/technical.html
    I've got a CGFX shader for maya there that supports mirrored normals, you just have to move the coresponding UV's one full UV unit in any direction (ie rather than have the mirrored UV's from 0 to 1 have them from -1 to 0) It includes an example file now that has a box with mirrored UV's and normal mapping so you can see the results.
  • warby
    Offline / Send Message
    warby polycounter lvl 18
    duplicate half of your model and give it a -1 scale don't combine or freeze or anything just leave the broken half at -1 and it will look fine except for the seam in the middle of your model laugh.gif
  • Mongrelman
    Offline / Send Message
    Mongrelman polycounter lvl 18
    I'm confoosled, I mirror normal maps and they showup fine in the maya viewport with just a blinn shader and none of the stuff about UVs you guys have been talking about. Using Maya 8.5 that is, is that what you are using? If so it should be working fine out the box. If you are importing your model from another program, make sure you go to the UV editor, select all the uvs and go to file>merge to weld them. Had a bumload of weirdness showing in the viewport before one of the guys told me about maya seperating the uvs. Also make sure to do that before you bake your maps, if you are doing that in maya.
  • Daz
    Offline / Send Message
    Daz polycounter lvl 18
    What Lupus said. Mirrored normals display fine in the viewport for me too. Unfortunately, it isn't *always* the case. It's a bit of a dark science (as normals in general always have been in Maya) and it doesn't always work, and I haven't quite understood under what specific circumstances it does or doesn't, but keep meaning to spend some time nailing the quirks down.
    Without looking at it right now, sliding the mirrored UV set over into a range beyond 0-1, *should* be enough to get them to display correctly.
  • Vailias
    Offline / Send Message
    Vailias polycounter lvl 18
    Lupus: For those of us unfortunate enough to be stuck with a previous version of maya, and an ATI card that doesn't work with High quality rendering, the shader link I posted/made is about the only option. The movement of the mirrored UV sections Is something I built into the shader to handle this option, as if they are just laid out normally the normal map looks inverted on those sections.
    :shrug:
  • Jeremy Lindstrom
    Offline / Send Message
    Jeremy Lindstrom polycounter lvl 18
    [ QUOTE ]
    yes there is. Not sure if there is one BUILT IN, but here
    http://vailias.com/technical.html
    I've got a CGFX shader for maya there that supports mirrored normals, you just have to move the coresponding UV's one full UV unit in any direction (ie rather than have the mirrored UV's from 0 to 1 have them from -1 to 0) It includes an example file now that has a box with mirrored UV's and normal mapping so you can see the results.

    [/ QUOTE ]


    Page not found. frown.gif
  • ThatDon
  • Vailias
    Offline / Send Message
    Vailias polycounter lvl 18
    doh.. thanks. Always forget that I have linux hosting.
  • Mique
    Offline / Send Message
    Mique polycounter lvl 11
    thanks for the answers guys!

    moving the mirrored UV s works fine for me cool.gif
Sign In or Register to comment.