I suggest you check how this looks in a shader (xoliul's shader can be found right here on polycount and is really good) to see if we can't eliminate the shader as a possible problem (although I suspect that that's in fact where the problem might lie)
Well I'm guessing it is because your fuselage uvs are flipped. If they were correct, they should be facing in opposite directions, but right now they are both pointing the same way. I'm guessing you uv'ed half of it, duplicated and flipped in 3d space, but left the uvs the same. The uvs need to be flipped as well to match the geometry. Unfortunately the bad news is that this is going to majorly affect the uv layout, so you'll probably have to redo the layout. Make sure that you do this for every piece that you have flipped.
I don't have a lot of experience doing mirrored normal maps, but my understanding is that special coding is required (i.e. a game engine), in order to use them correctly, otherwise you get a seam and incorrect lighting. Otherwise, the uv shell can be flipped as long as it is a separate object, for example of you have multiple separate bolts, each bolt could use the same normal map with flipped uvs without issue (as long as the geometry and uvs are both flipped), but it is when you have half an object with a seam that you run into issues. I'm not 100% sure about this, so someone please correct me if I'm wrong.
Also, just in general, if you are using this full 1k texture on the plane with unique uvs, it is probably worth the time to make a hp model to get the most benefit from the normal map.
You can also check your model to see if the uv shells are flipped by going to Edit UVW window > Select menu > Select Inverted Faces.
it is when you have half an object with a seam that you run into issues. I'm not 100% sure about this, so someone please correct me if I'm wrong.
You shouldn't have any problems doing this when you're rendering in Max, either with scanline or mental ray. In the viewport is another matter though, mirroring always seems to create a seam in the viewport.
Unreal has a special hack, similar to what I've used in a different custom engine, where the artist assigns a 2nd UV channel that isn't mirrored, and the engine will then erase the seam from a mirrored normal map. There is a big limitation though... the mirror seam must be vertical in UV space. Any other angle will still create a seam.
that always happens to me when i simply mirror the object after the texture, they share the same UVW space, there's a thread somewhere on this forum which shows a way to deal with it., but i can't remember where, i've always just tried to avoid and and not use mirroring.
Replies
How did you bake the normal map?
What does the normal map look like?
How is your material set up?
whit normal map
the normal is for the panel and rivet(wich are not done yet)
but at the seam on top its sopposed to be flat...
my normal map
What is your material setup? (what material type, exactly how and where is the normal map plugged into it)
normal map in bumpmap 100%
I don't have a lot of experience doing mirrored normal maps, but my understanding is that special coding is required (i.e. a game engine), in order to use them correctly, otherwise you get a seam and incorrect lighting. Otherwise, the uv shell can be flipped as long as it is a separate object, for example of you have multiple separate bolts, each bolt could use the same normal map with flipped uvs without issue (as long as the geometry and uvs are both flipped), but it is when you have half an object with a seam that you run into issues. I'm not 100% sure about this, so someone please correct me if I'm wrong.
Also, just in general, if you are using this full 1k texture on the plane with unique uvs, it is probably worth the time to make a hp model to get the most benefit from the normal map.
You can also check your model to see if the uv shells are flipped by going to Edit UVW window > Select menu > Select Inverted Faces.
You shouldn't have any problems doing this when you're rendering in Max, either with scanline or mental ray. In the viewport is another matter though, mirroring always seems to create a seam in the viewport.
Unreal has a special hack, similar to what I've used in a different custom engine, where the artist assigns a 2nd UV channel that isn't mirrored, and the engine will then erase the seam from a mirrored normal map. There is a big limitation though... the mirror seam must be vertical in UV space. Any other angle will still create a seam.
http://wiki.polycount.net/Normal_Map#Mirroring
Still working on it, but what's there might help...
it done the trick i got no idea why!
Oh yes! Always reset Xform after UV unwrapping.