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Model problem

vvheris
polycounter lvl 6
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vvheris polycounter lvl 6
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.

rockkp.png

Replies

  • fatihG_
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    fatihG_ polycounter lvl 14
    When your talking about bumpmaps.. are they dot3 bumpmaps, aka normalmaps?

    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?
  • Adam L. Gray
    Would prolly help if we could see the normalmap and a shaded version of the lowpoly model as well (wihtout any textures that is) :)

    Cheers
  • vvheris
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    vvheris polycounter lvl 6
    Yes, i can flag it as a Normal map.
    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 viewportrockss.png

    and normal map
    normalnormals.png
  • fatihG_
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    fatihG_ polycounter lvl 14
    Maybe the engine doesnt support the texture size you have used? Try scaling it down to 1024*1024px.

    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.
  • Nosslak
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    Nosslak polycounter lvl 12
    Have you tried normalizing it, giving it a background (should be #8080ff instead of transparent) or padded the islands?
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    Hey there:

    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
  • vvheris
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    vvheris polycounter lvl 6
    Thanks for suggestions, I tried everything, same problem is still present
  • Adam L. Gray
    Well, I had a look at the normalmap, boosted the levels and checked each channel individually, but I cant see anything there which looks strange.

    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.
  • vvheris
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    vvheris polycounter lvl 6
    no, its rendered in our engine, but as i said, UDK looks pretty much the same...
  • EarthQuake
    1280x1280 is an odd res, is that just resized for web?
  • cptSwing
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    cptSwing polycounter lvl 13
    Did you try exporting your tangents/binormals? Or using the 'import tangents' option in UDK? Also, are your smoothing groups split up according to UV shells? Last but not least, you might need a separate UV channel for lightmaps..
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