Morning guys
im not usually doing a lot of hardsurface stuff, so iv run in to this problem i cant seem to sort out.
image of the problem,
![normal_problem.jpg](http://dl.dropbox.com/u/2516103/normal_problem.jpg)
normalmap
![normal_problem_norm.jpg](http://dl.dropbox.com/u/2516103/normal_problem_norm.jpg)
Its all modelled in 3dsmax. I've generated the normalmap with xNormal. Mesh is triangulated. iv tried what iv heard mentioned around the boards, no smoothing groups, 1 smoothing group, split UVs at hard edges, etc.
I know it has a lot of bad spots, but the main issue is that black blotch that i cant seem to get rid of!
i cant really add any more edges to the mesh, but it cant be that the mesh is just too low? im sure iv seen awesome normalmaps even on lowpoly crap like this.
any help or tips would be extremely appreciated! cheers!
Replies
Has worked for me a few times before.
Also be sure to try different programs to view your normalmap in, since 3dsmax is known to show minor errors on the surface
Dont forget, you can also paint on your normalmap in photoshop, go into photoshop and look at your normalmap and see if you see the error in there, if not, its probably the 3dsmax viewport
Have you tried baking it in max?
The problem area isnt too wild i guess?. the circular stuff on the side, sure is pushing it tho, and i will remove that from final model.
havent tried in max, but maya 2009 is giving similar results. will try in max and see how it goes.
PS, forgot to include the problematic normalmap in original post, added it now.
Go through the wiki (it's in my signature) and check out the normalmapping article before you continue. There's a lot of technical knowledge that would really help you there.
iv tried it with 1 smoothing group and several.
the original post is 1 smoothing group, and with 2 smoothing groups, i get this problem below.
i also tried breaking the UVs of the problem area, while having 1 smoothing group on the entire mesh, and it gave me a similar result to the image below.
iv tried so many different things im kind of confusing myself. its probably just some little thing iv never learnt or missing out on on this asset that is causing this. I will go through the wiki when i get home. its a bible of awesome knowledge! hopefully sorts me out for tomorrow.
edit,
i appreciate that i could combine/paint out the two different normalmaps in photoshop, but across a massive asset with tons of problems like this, it suddenly becomes a massive workload to do. so hopefully i can sort this out in the normalmap generation phase.
in xNormal, i use ray distance. iv tried with both exported normals, avarage, and hard (setting the corresponding in max8, as exported, 1 smoothing group, no smoothing group)
I don't know if this will really help your initial problem - but you can try using a cage instead. Couldn't hurt...
I think this is a problem of Uvs/Smoothing groups + Cage
and with the inexpense of polygons nowadays compared to shaders/material costs, you should really revise your low poly.
that's just me though, and while it probably won't help your current problem. it will help your overall presentation.
iv uploaded the highpoly and lowpoly here
http://dl.dropbox.com/u/2516103/normalmapprob.rar
kudos to anyone who manages to crack this bastard...
Only 1 smoothgroup
And here's the result (in marmoset ... run marmoset for that sort of asset ... yeah i know it's kinda useless
1 smoothing group, avarage normals in xnormal, same seams
aaaaaaaaaah! what am i doing wrong?!
btw gir ur right, must have imported the obj right after one of my desperate attemps at finding the freaking problem....
(due to reasons discussed in the thread about bad bakes in max)
basicly, max bakes after render tangent basis, while it should be baking from the realtime one.
first your uvs need to be cleaned up a lot, that's the first thing I did, then I added a smoothing group here since you can't use quality mode or object space which gets rid of the artefact, the seam, however is as good as it'll get without quality mode, you just have to add enough padding and separate the uvs where smoothing groups are.
looked totally messed up.
right before blowing my brains out while jumping out the window...i figured another try wouldnt hurt..
so i redid what u said..in maya 2009 and exported...same thing in xnormal...
BAM....problem solved... i cant believe it...
i documented it and here it is...what the fuck...
conclusion...max8 obj exporter is borked...
PS, thanks a ton to everyone for the help! gotta love this place...
http://www.guruware.at/main/index.html
Maybe it will help?