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Overlapping/mirroring UVs and Normal maps

This problem keeps coming back to haunt me and I really need to learn where I'm going wrong as this keeps giving me such a headache.

I'm working on a cooker asset, baking high poly to low poly, modeled in 3Ds Max and baked in Xnormal. I'm limited to 512x512 maps so I crammed my uv space and overlapped/mirrored where I could to save space but each overlapped island has totally different shading/normal values. Each overlapping section has been given its own UV island and unique smoothing groups and all overlapping sections were offset +1 in the uv grid space for baking.

Any help appreciated. Thanks.

VLqXs.jpg

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