Hello everyone - I have been working on a character - I did normal casts of all different armor pieces separately - but now I want to combine them - Separately I have found that they all look ok nothing wrong - but when I combine them together within photoshop - via
Rastorize - magic wand - and mask - so that i could have all the parts on 1 normal map - I get these odd artifacts where the edges are supposed to be...
So on their own they look normal - but once I edit them in photoshop they get these artifacts...
I have tried renormalize - after I edit using the nvidia photoshop filter plugin - didn't work
I tried Combining them via - Overlay and half the blue channel of the normal map to try and blend them that way...- didn't work
I have imported it into Max and marmoset to see if the problem is maya viewport related - didn't work...the artifacts are still there...
Is this a compression issue? If anyone has any ideas please help
I'm going crazy trying to figure this out
Thanks to everyone
Replies
Really though, doing multiple bakes and combining them manually in photoshop is a really, really bad idea. Its very slow and inefficient. You're better off doing an exploded bake(move each high and low element X number of units in a certain direction to avoid overlapping) annd baking everything all at once.
Here, check this out:
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/next-gen-weapon-creation-day-3-unwrapping-and-texture-baking/
Skip to the 30 minute mark and the guy walks through doing an exploded bake.
Whats the deal with rastorizing it? The only thing I've ever rastorized in Photoshop was text, but never an image (I thought they'd be rastor to begin with?).
If your having trouble baking it, maybe try using xnormal? I find that its easier for xnormal to handle more complex models sometimes.
That is super annoying. I just went from CS3 to CS5 and bringing in dragged images as smart objects is new. Since you brought it up...does anybody know how to make it stop doing that?