[ QUOTE ] you could dupe the low mesh and reuvw the problem area, then render all your texture work from the problem low to the cleaned low as self-illuminated diffuse maps. [/ QUOTE ] While that might work by pure chance, normals have to be recast in all cases where the orientation of the uv's change between the two…
got any pics of the normal area on the texture sheet? you could dupe the low mesh and reuvw the problem area, then render all your texture work from the problem low to the cleaned low as self-illuminated diffuse maps.
In order to be able to paint over them, the seams have to be parallel. Or you paint over it using 127,127,255 which of course removes also the benefits of your normalmap in that area. If you have rotatet uv-chunks try to render with different SG's set for differently rotated chunks. (Not neccessary for max's renderer ).…
I think the problem might be that painting over a seam in a normal map like this isn't exactly the same as painting over, say, a diffuse seam. I might be wrong (this is probably a better question for Per128's big thread on normal mapping), but when UVs split the lowpoly tangents are changed somehow, when relating to normal…
Well, since you are using two versions of your model anyway, you simply have to add the normalmap to the output-section of the rtt-window and you are on the safe side. Just for rendering a diffusemap from one uv-channel to the other you don't even need projection or a duplicate of your model.