Hello, so I have a problem. I made a rock, high poly, then retopology, bake and so on.. And there apears to be a problem. Some kind of artefacts show up as soon as I apply bumpmap. How can I fix it?
Screenshot is from our engine, but still, in UDK, same problem exists.
Replies
Not sure how your engine works.. But did you flag the normal map as a normal map?
In UDK, Unity as well, I know you need to specify that a normal map is a normal map for it to work properly.
How does the model with the bumpmap look in your modelling app?
Cheers
Everything else works really well. I talked to the programer, he said that the problem probably is the tangents, but i checked it, seemed pretty much normal
Here is in viewport
and normal map
Apart from that try "resetting" the vertex normals. If you are using Maya; "Unlock normals" > "Set to face"(could be skipped) > "soften Edges".
Check if that works. If it looks better, the normal map actually doing what it is supposed to, but not quite how it should be, rebake the normalmap for the freshly edited lowpoly.
1. Flip your green channel
2. Make sure when you import your normal map you import it using the TC_NormalMap compression settings... default is TC_Default.
3. Make sure your low poly that you baked your normal maps with has the same smoothing groups as your low poly being imported into UDK.
I had this same problem once.
IF this doesn't work, let us know. Cheers,
D
As For the bottom rock in the picture, is that the one inside UDK? It looks like the problem there would be the padding of the normalmap. Beyond the slight seam it appears to render correctly.