Hello I have made a rock , modeled in 3dsmax , uvmapped in 3dsmax and zbrush , relaxed etc .... made texture seamless in mudbox , created the normal map out of the texture itself and not throught sculpting then I went to paint middle level the seams parts of the sculpt to make it plain and not bumpy and then smoothed the inner parts that dont touch the seams but are close , this to my opinion should have avoided any bump' bad seams problems ingame , tough its not like that and even if I put a totally flat normal map , I get visible cut edged seams that instead arent present if I remove the normal map , anyoen could tell me why this is like this in crysis engine and how to fix it?
Thanks a lot ....
the smaller bumps are due to a detail bump I added to give close fine detail but they do not affect the offsetting couse I tried without the normal map and the seams are fine ....
I add also the files if someone would be so gentel to take a look and see what's wrong ?
....
http://www.megaupload.com/?d=Q8VJGDST
Replies
You have to do some testing with different baking apps to find which works best with that game. What does Crytek recommend? IIRC they recommend you use their baker, called PolyBump I think?
Eric:
Yes, Crytek recommends using PolyBump. However, with the right settings applied, I have yet to encounter any problems while using XNormal.
And flipping the green vertically or horizontally?
Alsosince I am making a normal map out of a on the item directly painted texture I cant flip couse it would just switch the baking no?
When you converted the diffuse to a normal map, how exactly did you do this? If you used Crazy Bump or the NVIDIA Photoshop filter, then you'll still get seams, because your normal map needs to take into account the vertex normals of the low-poly model.
So, it's best to take the original high-res sculpted model, and the low-res UV'd model, and import them into Xnormal (or PolyBump) and bake your normal map there. Don't edit that normal map in Mudbox, first see if the Xnormal (or PolyBump) bake solves your seams in CryEngine.
btw, thanks for the info teaandcigarettes!
btw I havent done any high res model , I wanted to use the same texture painted to create the normal map couse I supposed othave better seams and better reflection of the detail of the texture ....
You might be able to use your diffuse map as a bump map on a high-res mesh, then use that to bake a normal map onto your low-poly mesh, using Xnormal. But the results are going to look poor. You should sculpt the rock as a high-res model instead of using a bitmap. This is a great way to go, should give you good results in CryEngine.
http://saschahenrichs.blogspot.com/2010/03/3dsmax-environment-modeling-1.html
Oh, and please don't use all caps.
Sascha's method is not the only way. If you need more control...
http://wiki.polycount.net/Digital_Sculpting#ES