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Shader Error. Max12? 3Point? End User? ATI?

polycounter lvl 18
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oXYnary polycounter lvl 18
I cant figure this out. I went back and in fact made the front doors of the cabinet into separate smoothing groups for each plane and then separated the UV's as I thought for some reason that was causing the problem. (Well that was a waste of an hour). It ended up with the same results you see.

I used Xnormals shader as an example to show that in fact its something within max going on. I am using the quality 3point modifier.

Any Ideas? Is this because its (the mirror) is sideways and the 3Point shader acts like the Unreal Engine with needing to be horizontal? Except even some of the side views on the same side don't "interlock" shade together correctly.

(yes I separate the mirror before baking).

Xnorm
specXnorm.jpg

Maxnorm
specmax.jpg

Wire
wire.jpg

UVlayout (part of large grouping texture sheet)
uvlayout.jpg


settings.png

normalsmaptest.jpg

(the door is the lower left hand)

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