I understand what you mean, I was reading more from the previous post. I agree though, compress artifacts will always be there, it's a by product from things like generating mip-maps and LOD's. Just some food for though, the blue channel tends to be the most artefact yielding, there is a DeriveZ function that can generate…
Hello guys, I'm facing an issue with normal maps inside UDK, you can see an example of what's happening just below: and this is the actual texture bake: Besides waviness and bad trace problems which I'll fix with different cage size and photoshop, what I cannot figure is why UDK renders such a bad result. The normal itself…
i mentioned TC_NormalmapUncompressed as just a test to see what how much damage dxt is actually doing. better off getting rid of gradients on smooth surfaces as much as possible, i cant really say much more since i never had this problem to the same extent as you, ussualy just get very subtle artifacting, that people wotn…
As I said in my last post I've baked inside Xnormal this time (low poly model pre-triangulated un maya). The output was a 1024x1024 png 24bit map (three channels, no alpha). If the issue stands in the DXT1 compression, I seriously doubt that even a 16bit per channel texture would resolve the matter, since the compression…
That's extremely odd, but seeing this rules out anything about the normal map, but instead how Maya is rendering it. I'm no Maya expert, I can't offer much help, however, might I ask if the normal map is 32-bit or 16-bit? Seems silly to ask, but tickle me curious (not too much). I see stair stepping of the gradient which…
harden the normals on UV borders, and try not to have soft normals on any sharp angles. will result in a normal map with less extreme gradients, and something that will compress better.
Texture is a 512x512, but the issue showed even on a 1024x1024. I was actually going to take a screenshot of the issues I believed TC_NormalmapUncompressed would cause on my model and... it actually worked as intended, beside the resizing of the texture (as the original 512 became a 256). But still the problem stands in…
It actually looks like this: Which is fine for me (just a slight banding but not really an issue), what I don't like about uncompressed format is that it becomes blobby, it looses all its sharpness (beacause of how TC_NormalmapUncompressed works). What I still can't grasp is: user Passerby adressed the blocking issue to…
see how it looks using uncompressed normals in udk?, the stepping is mostly likely from the very subtle gradient that goes across your normal map. maya and mamorset dont apply dxt compression, which would be why it looks nice in both of them.