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:
- 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)...
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.objhttp://www.achmedthesnake.com/images/wip/cyclops.max
any help would be great when you have the time,
Replies
that is what's wrong.
so prob solved if i go one version upwards -or go straight to 3dsmax 2008?
Does Max7 support custom DX shaders? I can't remember.
Max's default viewport shaders for normalmapping are pretty dodgy. It's much better to get a 3rd-party one (like JIStyles skin shader, Ben Cloward's, or Brice Vandemoortele's), they look much better, run faster, and have more shading options.
If it still looks wrong, it's probably that Max 7 doesn't use the tangent basis properly. Better bet is to export to Xnormal, bake and render there.
http://wiki.polycount.net/Normal_Map#ShadersAndSeams