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Normal map distorsion

Hi everyone can someone told me why my normal map "move up" on my mesh?!
snb66Qm.jpg



On normal map is nice and clear but when i apply it on mesh i have issue on this area

thanks

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  • Eric Chadwick
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    Show a shaded wireframe of your model. Also show a uv checker on your model. I bet the UVs are distorted.
  • Dan Powell
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    Dan Powell polycounter lvl 5
    Looks like you're doing the tutorial that one of my university Tutors wrote. Is it the one by Barry Lowndes on YouTube? :)

    Here's how to do a checker material too:

    krqLv.png

    Most likely cause of action is to just Relax your UVs again. :)
  • Eric Chadwick
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    Unfortunately the checker map is not a very good way to check your UVs. I added the reasons in that link I posted. Max's default checker map only solves the first bullet point.
  • Dan Powell
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    Dan Powell polycounter lvl 5
    Unfortunately the checker map is not a very good way to check your UVs. I added the reasons in that link I posted. Max's default checker map only solves the first bullet point.

    Ah right, gave it a proper read!

    I'd have thought when the distortion was as severe as in the OP Max's default checker would be suitable enough to get the job done quickly. :)

    I'll definitely have a go with some of the circles in future when checking my UVs before baking since you're definitely right about it being easier to see circular distortion. I guess a good approach is to use the checkered one with numbers to check that your UVs are the right way around, then to check with the circles for a fine look at distortion
  • Eric Chadwick
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    Well of course it's up to you how you want to work. Slapping a texture on is faster than using the checker, just drag n drop. Also you can use a texture with all those features in one. I made the 7th one just for that reason.
  • Soulmus
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    Thanks Eric and Dan
    that was UV distorsion

    Thanks again
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