no stromberg, that is not the problem either... i just checked. besides, displaying the map as an image on my lp plane shows the border as well. btw: the border also exists in the alpha channel of the normal map as black pixels. im going to open a new thread for this problem, as it doesnt seem to be that easy and i dont…
thx for the reply. one of my two hp meshes is a plane, yes, so edge padding itself is not a problem here. i get edge padding on the 1px border though, if i switch it on! moving the lp underneath the hp is basically the same as inverting the lp plane's normal so it points directly at and not away from the lp, right? i tried…
ok before jogshy edited his post, he asked me to show the UV layout... as i have already prepared the image, i am posting it even if jogshy might not be that interested anymore ;) notice the gap between the border of the image and the borders of the UVs on the top and right side. with the map resolution i used here, it is…
hey thanks for a reply, yeah they are where the uv seems are. it happens where ever this is a uv border, is that what just happens or can i lay out uvs in a certain way to avoid it?
There is edge padding for the simple AO tool. Look a little harder =) What would be nice is adding edge padding to the object->tangent space normalmap converter, as it ignores everything outside the uv borders currently.
Are you importing the mesh from Xnormal, or just the texture? You'll need the tangents + bitangents (stored in the verts by Xnormal when it creates the normalmap) to counteract the gradients. In fact you'll need them regardless, to remove shading seams along uv borders.
@c22dunbar, try to break the cage on the flat borders ( I'm not sure if you manually-wielded the cage vertices there ). Also, normal mapping could require a bit of beveling there as is shown here: http://www.poopinmymouth.com/tutorial/normal_workflow.htm (see the "one smoothing group vs two" figure).
You suddenly discovered my top-right rasterizer's filling convention :poly121: This is DX9's top-left one, an interesting read: http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314%28v=vs.85%29.aspx#Triangle_Rasterization_Rules When you render two adjacent triangles with DX9, the top-left borders of each…
You don't stop it :) Normal maps will automatically be baked with the correct directional information along the UV borders no matter how the UV islands are oriented and you will always get that seam if you view the normal map as a diffuse. It will display correctly once it is applied to your mesh as a normal map.