i have a problem regarding the winding of uv's, when mirroring normal maps. usually the reversed winding(=flipped uv's) is fixed by the shader in the engine, so the normal maps render right on both sides of the model.
the hardware i'm working on does not support this. is there a way to fix this? the only solution i have in mind is baking the normalmap to a uvset without overlapping uv's, so no flipping is needed? maybe someone had a problem like this before and knows a workaround.
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the problem can't be solved with the shader. it's the hardware we are working on.(a console...) the manual stats that uv winding order needs to be clockwise. if not the normals will render upside down.
i just have no clue how i could use mirrored uv's then, as the winding order will always be wrong.
Even if it's a hardware limitation, it still feels more like a programming problem than a 3d artist one, if there is a solution it's most likely a hack in the code I'd think, have you talked about it with the engineers where you work?
The gpu of the console(a new handheld) we're working on, can't handle winding problems.(The problem is that the gpu does not store the pointing direction of the vector, as far as i understood). There is no solution in maya(or any other software) to fix this.
Code could fix this for unskinned vertices and even then the performance would drop more as by using a twice as big normalmap. For skinned meshes there is no workaround.
So thanks for the feedback.