Hi,
trying to learn normal maps with mirrored uv's. In polycountwiki it said that I should move mirrored uv's 1 unit side so they don't overlap?
What's the reason for that?
In my test bakes I didn't notice anything different and well I had to move them
with mouse and use mk1 eyeball because when I entered 1 on U coordinate with all my uv islands selected, it just flattened them to one vertical line and moved to the edge of uv space..what's up with that?
Thanks for your replys!
Edit: this on 3dsmax!
Replies
Help: http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-C65A1B09-3670-4E7E-BCFC-13E10C83181-516.htm,topicNumber=d28e112516
Two reasons for the offset.
1. To prevent overlapping faces from causing bake errors. This only happens with overlapping front-facing UV triangles, not mirrored ones. But good to do this anyhow because overlapping is common.
2. This depends on which real-time renderer you're using, many do it different ways, but the engine has to create the tangent space for the normal map. Mirroring often creates a shading seam unless the seam vertices are offset in UV space, so they can be given different tangent rotations, which then solves the shading seam. If the verts are overlapping, most tangent space solvers will not create the right tangents. At least that's my non-programmer understanding. :poly142:
Actually I'm now getting that seam in 3pointshader when I baked uv's overlapping.. Will try now your suggestions. Thanks one more time, after
many years in cg and now trying to learn this time consuming game engine stuff with my limited free time I really value replys like your's:)
Depending on what you're modeling, I've found it's best to avoid mirroring UV's on objects that cross your mirror point. For example, when modeling cars, I'll mirror the left/right sides of doors, body panels, etc, however I don't mirror the front and rear bumpers, hood, etc. Anything crossing the middle gets a full bake, and anything on just one side of the middle can get mirrored.
I guess I should try baking with xNormal or something else..this is max's scanline (mental ray's normal maps are bugged atleast on my installation). Good idea leechdemon, guess I should stay away from these potential seams until I really get this right.
that part has smoothing group? If I understand you correctly
EDIT:
Now I got it! Weird, I always moved those uv faces that we're generated by symmetry aside, now I selected the original half of the model, moved those aside and now it works, there's still a seam but it's barely visible if at all so I can hide it with some noise on the normal if I really need to..
Thanks a lot guys!
EDIT pt 2:
And now I got another problem, normal map is fine but after I open it in photoshop and save again as targa it shows seam and is pretty much f***** up.. weird?
EDIT pt 3:
Nevermind, baked with gamma correction on heh. Everything works now!:thumbup: