"joined double-half bake" = ? What tool are you using the bake the normalmap with, and how are you getting the model into UE3? I'm wondering if UE3 is using the vertex tangent/bitangent data from the normalmap baker. If you're using UE3's own baker tool, then I'd guess that it's using the tangents. I've never used it…
[ QUOTE ] "joined double-half bake" = ? What tool are you using the bake the normalmap with, and how are you getting the model into UE3? I'm wondering if UE3 is using the vertex tangent/bitangent data from the normalmap baker. If you're using UE3's own baker tool, then I'd guess that it's using the tangents. I've never…
Make sure your UVs are welded(just do a weld with a tolerance of like 0.0001 on your uvs). If you somehow have unwelded uvs that can cause seams. Baking in one app and then viewing in another may cause seams too if the baker/previewer handle normals significantly different as well. Also check obvious stuff like making sure…
Hi Dekard. I added something about this to the CGTalk wiki, might help you... If you want to mirror the UVs, or you want to reuse parts of the normal map by overlaying multiple UV shells in the same UV space, then simply move all those overlapped/mirrored shells one unit over on the U or V axis before you bake the normal…