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BLOODY tangent normal mirroring

polycounter lvl 17
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achmedthesnake polycounter lvl 17
hi guys i desperatly requesting any input on this problem:tangent normal map mirroring

HELP

- i' ve finally had it with my wasted attempts at trying to get this to working - and i 've browsed the 'ultimate mapping thread' to to avail, i just can't seem to get this to work in every example........
this regards a mirroring inverted error i can't get rid of:

cyclops06.jpg



- everyone says to "put the mirrored uv's outside the 1:0 uvbox before baking" - done that - no solution
- even only baking half the mesh - again no solution
- and i know it's something to do with my process < as the same error comes up in any external or local .fx/hlsl shaders i can find.........

so...

i'm using 3dsmax7 - and originally created this particular geometry using the symmetry modifier -
unwrapped one half, and then used symmetry to make a whole model (and therefore the other half unwrapped)...

cyclops07.jpg

so i move the 'left side uv's' using a 1:1 offset so there are outside the usual box coordinates - and bake either using the inbuilt render to texture or xnormal (doesn't matter) - the map renders out fine.
when i apply it - i get the usual left side fine - right side crappy effects ## REGARDLESS of what shader i'm using

is this a 3dmax verison problem?
the way i've originally modelled it?
(im possibly thinking the use of symmetry fucked it up?)
'
you guys can do what you want with the files:
http://www.achmedthesnake.com/images/wip/cyclops.obj
http://www.achmedthesnake.com/images/wip/cyclops.max

any help would be great when you have the time,

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