http://www.nickfarley.co.uk/seam_issue.jpg
Hi, I'm making a large rainforest type tree but am having issues with dark seams in the normal map when I import it to UDK. My creation process is -
- Low poly in max where I uv map it.
- Import to Z brush where I sculpt and polypaint it. Export the polypaint to a texture using low poly model UV coords.
- Use x normal to create normal map etc.
- Import into UDK.
I get these seams in UDK and in the Xnormal previewer but not in a max viewport. I have tried exporting normals from Z brush but get the same result. These seams are in the same position as the UV seams. Am I doing some thing wrong or is there always going to be seams in the normals?
Any help in this would be much appreciated.
Thanks, Nick
Replies
"Any seams in your UV map, those edges that make up the seams are converted into hard edges (in 3D, not your UVs) when you import it into Unreal.
So you'd have to make those edges hard on your model, then re-bake the normal map so that the normal map has been baked with hard edges expected and will therefore look correct."
http://www.game-artist.net/forums/support-tech-discussion/13103-normal-seams-unreal.html
Odd that it wouldn't look right in xnormal though, if that is what was used to bake it.
If that doesn't help makes sure that you import your normal map with the proper compression. If you didn't, you have to import it again; changing the compression method doesn't work sometimes.
Dubble check your exported smoothing groups in max so they are all one.
Hi, I flipped the y and it looks loads better, still a slight seam but my normals are much more noticeable which is a relief!
Not sure how to remove that last seam, might just put creepers over it!
Thanks for the help!