I cant figure this out. I went back and in fact made the front doors of the cabinet into separate smoothing groups for each plane and then separated the UV's as I thought for some reason that was causing the problem. (Well that was a waste of an hour). It ended up with the same results you see.
I used Xnormals shader as an example to show that in fact its something within max going on. I am using the quality 3point modifier.
Any Ideas? Is this because its (the mirror) is sideways and the 3Point shader acts like the Unreal Engine with needing to be horizontal? Except even some of the side views on the same side don't "interlock" shade together correctly.
(yes I separate the mirror before baking).
Xnorm
![specXnorm.jpg](http://www.oxynary.com/downloads/3Point/specXnorm.jpg)
Maxnorm
![specmax.jpg](http://www.oxynary.com/downloads/3Point/specmax.jpg)
Wire
![wire.jpg](http://www.oxynary.com/downloads/3Point/wire.jpg)
UVlayout (part of large grouping texture sheet)
![uvlayout.jpg](http://www.oxynary.com/downloads/3Point/uvlayout.jpg)
![settings.png](http://www.oxynary.com/downloads/3Point/settings.png)
![normalsmaptest.jpg](http://www.oxynary.com/downloads/3Point/normalsmaptest.jpg)
(the door is the lower left hand)
Replies
Are the doors not being lit evenly or something?
I leave my UVs overlapped when baking too, no issue.
mLichy, thats what I do except making it onw object before baking, and pulling the inverted uvs (the mirrored side) of the canvas so you wont have two objects baking on top of one another.
FWIW I baked the UVs in xnormal as well with the same error in Max. If I get some time today I will try opening this in Max 11 to see if I have yet again found another bug with 12.
My DX settings for both are the same.
Also, advice is to try and shader view your model in Max 2011. 2012 isn't exactly ready for prime-time.
Right at the bottom of the FAQ page, the last two points fixed up similar issues i was having with 3point/max 2012.
Works like a charm now
Thanks for the help all though for this dummy.