i delete it but maya keeps the normals intact anyway ! because i use 2 separated instances and i average the vertex normals all along the seam . it looks like its perfectly smooth shaded even though its 2 objects !
"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…
Well I was totally wrong about 127 gray. Doing some more tests. Turns out that (128,128,255) gives me a straight up normal once it's converted into a signed normalmap, but (127,127,255) gives me a slightly bent normal. Here's a shot. http://www.ericchadwick.com/examples/images/2008.01.09_normalmap_seams.jpg Reflection made…