Author : afisher


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TenaciousMB's Avatar
Old (#1)
Hi Polycount users!

I have made a model and have exported it from 3ds max to mudbox. I have then sculpted seams around it and generated normal map as a test before i begin detailing.

HOWEVER lol

It is having some really strange results :/

The normals seam to be inverting in certain areas on the shells for no apparent reason.

Notice on the shoulders how the normal inverts over the seam on the same shell?!?!?!

Ive searched high and low and asked my tutors in uni and still have no answers

If anyone could help me with this issue I would be extremely greatful...






Thanks everyone in advance

TenaciousMB
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EarthQuake's Avatar
Old (#2)
Screenshots of high and low poly meshes?
Offline , Moderator, 8,636 Posts, Join Date Oct 2004, Location Iowa City, IA  
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TenaciousMB's Avatar
Old (#3)
Low poly mesh with norm set as diffuse:



High poly mesh used to create norms:



Thanks for the reply, i know normal map isnt great as it is just a test before i add detail and sort out settings etc...

TenaciousMB
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EarthQuake's Avatar
Old (#4)
Well first off, a normal map is a dataset and that data is uv dependant, you've got a UV seam there and the faces are actually facing in different directions on your uv layout, so the colors make sense. You can't look at a normal map as if its a diffuse map, you have to apply it as an actual normal map with a realtime shader.
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TenaciousMB's Avatar
Old (#5)
I have applied as a normal and it shows up odd like below when rendered in max...



I get horrible seams and it looks as if one side of the shoulder goes inwards and the other outwards...

I originally had the torso unwrapped as one piece connected by the shoulders but I was told to redo it the way i have now got it :/

I also has the uv shells rotated at odd angles and spread randomly around the uv space so i made them all the correct orientation and together as best as possible and its still ahving the same issue...

Sorry if im not being very clear :/

Thanks again! ;)
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passerby's Avatar
Old (#6)
think your UV are flipped
Offline , card carrying polycounter, 2,243 Posts, Join Date Nov 2010, Location Halifax, NS, Canada  
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TenaciousMB's Avatar
Old (#7)
Its ment to be Dexter Morgan (Michael C. Hall) btw for a uni project
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TenaciousMB's Avatar
Old (#8)
is it poss that they are flipped if the issue is occurring on the same uv shell?
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EarthQuake's Avatar
Old (#9)
Where was your map baked?
How are you displaying it? Looks like offline max renderer?

Try inverting the green channel on your normal map.
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TenaciousMB's Avatar
Old (#10)
I extracted normal map from mudbox and literally stuck it on the material using the following process in max...

bump > Normal Bump > Bitmap > Normal Map file

as for the renderer, it is simply max's default render setup, i have not changed anything...

Should I have?

I also flipped greens and it didnt solve it :/

Thanks for the help
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TenaciousMB's Avatar
Old (#11)
Also forgot to mention but i have unwrapped the torso from scratch again to ensure nothing was flipped somehow earlier. The result is the same so dnt think its flipped uvs...
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EarthQuake's Avatar
Old (#12)
A couple things to try:

Baking in max
Previewing with a realtime shader

or both
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TenaciousMB's Avatar
Old (#13)
Hmmm, IT WORKS! lol thanks earthquake, much more effort in max but so much more control! thanks for the help! you may have saved my honors project haha ;)

TenaciousMB
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