Hi everyone,
I have been using 3ds Max 2008 for a few years and I finally upgraded to 2012 and I am encountering normal map issues that I have not had in the past. Here is a asset that I am working on (don't mind the place holder texture):
![dinerSignWip.jpg](http://img.photobucket.com/albums/v283/dinfet2/dinerSignWip.jpg)
You can see the areas where my seams would be as there are harsh changes in lighting. It seems that I had little issues in 2008 Max when dealing with normals and nothing like this. It also seems that some of my older models don't look correct in the normal map as the light behaves differently on them. I am baking the maps from a higher poly model.
I guess I am wondering if I need to re-think the way I am making these maps or if anyone one else encountered this issue.
Thanks for your time and let me know if you need more information.
Replies
Merge them into one seamless object.
or
Explode bake them.
The highpoly "roundness" of shape A(little shape) is tracing down onto shape b(big shape).
Also, post wires, normal texture, etc. Along with an untextured shot, preferable from the viewport.
Also did you change the low poly mesh after baking? Like change the smoothing groups or add/remove geometry, weld a few points or detach an element? All of that would fubar the normals and lead to all kinds of seams.
Here is the images that you requested:
To answer the question I did not alter the model after the bake was made.
Thanks again.
For the large curved areas on both the large and smaller sections ther problem is probably caused by the break in the UV's. (If its not your smoothing groups as stated above). In this situation my first reaction would be to individualy quick planar map every face on the rim of the piece and then stitch them individualy edge by edge to the large flat main piece. Its a bit of a ballache but it would make the entire piece welded which should eradicate the issue, the only real problem would be that it would make a bit of stretching on the UV's of the rim, wether thats acceptable or not is a judgement call.
Hope it helps