I'm in the middle of working on a character model and the normal map on the head is being really annoying for some reason. The picture below shows the low poly head with normal map applied which is also shown on the right. Everything looks fine until it gets to the UV seam at which point the lighting goes all horribly wrong. I have actually spent hours trying to figure out what's wrong here, searched the internet, redone the uvw mapping multiple times, baked countless normal maps and all sorts of other things and now I've just run out of steam and wonder if anyone knows what's wrong here and how to fix it?
Replies
Is your mesh all welded up along the seam? No duplicated verts or doubled faces or anything of that sort?
I hope you are baking with a cage rather than simple ray distance as that seems to solve many problems.
Be sure to add some more padding to your bake settings as well as it seems to be rather nonexistent in your normal map.
I hope that helps.
EDIT:
Oh and what app are you baking in and what app are you viewing the lowpoly with applied normal map in? That might make a huge difference.
? . Definitely not in this case and I'm quite sure not in most cases..
As the normal map looks quite flat at the borders it's obvious it's not the problem for this very wrong shading at the backside of the head (using padding is never a bad idea though)
I guess its the model or rather the shader who is causing this
I think its something to do with vertex normals along the seam since the seam essentially splits one vertex into two.
How do I check the channels cupsster?
Stupid question, but are you inadvertently saving to CMYK or something of the sort?
Gamma/Color Correction issue most likely. Try using the default color profile in photoshop.
Could be the case as well..