maya 8.5:
I thought I'd get in a bit of texturing practice before dom war so I threw together a chunky gun design with some simple bits o' geometry, and proceeded to bake them down. I checked them all the way through using the high quality preview mode in maya, but this evening I gave rendering the model a go in mental ray and the mirrored bits of it are a bit fubar. I stuck it in xnormal, and although the mirroring is better (still seams) the overall shading is messed up (I checked swizzle -y)
I'd like to know if there's something wrong with my maps, or what. And if there is, how come high quality preview shows them pretty much perfect? is it lying to me? grah!
normal map and obj in:
http://www.redprodukt.com/post/norm_prob/
pic:
http://www.redprodukt.com/post/norm_prob/screwy.jpg
Replies
Different apps have different ways of calculating the information necessary to reconstruct an accurate preview of the normal maps (tangents and bi-tangents or bi-normals or something like that, I think), so it helps if your baker is also the thing you're going to be using to preview/render, otherwise it will calculate tangents differently.
pretty mr can't handle mirrored normals! surely there must be a workaround
Pulling one piece forward is how I get around this kind of thing, but I use max =/
so to sum it up, they wrote a viewport preview that displays normals better than rendering in bleedin' mental ray..?
Problem should be fixed...
Don´t forget: Set texture filtering to of for a sharper renderings...