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yangtsur's Avatar
Old (#1)
being stucking with this problem for a while now, tried many ways googled from net but non of them worked. I did it step by step but the result is still the same... feel very frustrated.
What I did to my uv map, I used mirror for all parts of the body except body and head. It shouldn't be a problem right? I seen many ppl do the same thing to save more uv space.

http://boards.polycount.net/showthread.php?t=51088
this found in polycount, but don't seemed working

http://danny3dworks.blogspot.com/
i don't have web space to store my screen shots so i put them on a blog. please check it out and tell me how to fix it.

thanks a lot
-Danny-
Offline , null, 14 Posts, Join Date Nov 2009,  
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CompanionCube's Avatar
Old (#2)
it looks like your normal map is flipped. got no idea what program you used to bake it and which program your rendering in?
Offline , spline, 209 Posts, Join Date Feb 2008, Location Bournemouth/London U.K  
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yangtsur's Avatar
Old (#3)
yes half of the normal maps are flipped becasue i mirrored uv islands. I use mental ray to render the model, didn't configurate much tho.
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yangtsur's Avatar
Old (#4)
i use maya mental ray to render, with defult config and draft quality for quick look only. And I made normal map from Zbrush.
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arrangemonk's Avatar
Old (#5)
just try to invert green or red channels until you dont have seams anymore
DARN it hurts my eyes
Offline , dedicated polycounter, 1,347 Posts, Join Date Jun 2007, Location Germany Send a message via ICQ to arrangemonk Send a message via MSN to arrangemonk Send a message via Skype™ to arrangemonk  
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yangtsur's Avatar
Old (#6)
inverting green or red channel is not working at all. the problem remains.
Offline , null, 14 Posts, Join Date Nov 2009,  
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cryrid's Avatar
Old (#7)
http://wiki.polycount.net/Normal_Map
Tangent basis and uv coordinates.
Offline , dedicated polycounter, 1,661 Posts, Join Date Oct 2009, Location Charlottetown  
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