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Another issue with normal maps

  • ziiN
  • May 24, 2013 at 12:37 AM
  • ziiN
    • May 24, 2013 at 12:37 AM
    • #1

    Hi everyone, as every beginner with 3d model, I also have a doubt with normal map.

    Today I noticed something weird with my first model using normal map, so I made a simple cube to try to figured out how it works.

    This is an image from model viewer, inside the game happens the same thing.

    [Blocked Image: http://s10.postimg.org/60dy46ctl/cube_from_Model_Viewer.jpg]

    As you can see, the side faces above and below of the cube are reversed. In this image all the vector's directions are positive (X+, Y+, Z+), I also tried with differents vector directions, but I got worse results.

    Below more information about the model and the normal map itself.

    [Blocked Image: http://s10.postimg.org/7tlg68ne1/topology.jpg]

    Thank you guys, this forum is amazing.

    See ya.

    Code
    Edit: I'm working on source sdk, to global offensive to be more specifically.

    [/code]

  • kikette
    • May 24, 2013 at 7:42 AM
    • #2

    Hey dude !

    Normal map isn't an easy thing to master... absolutly not easy.

    Maybe you could share your model and your texture ? We can' take a look without =).

  • knj
    • May 24, 2013 at 8:04 AM
    • #3

    i think EVERY one of us needs to go through the CUBE - NORMAL dissaster LOL, on the out side it looks like very easy problem but after several hours of frustration dammmn this is the WORLD's HARDEST SHIT, after you get how it works it trully is very easy


    hope it helps you

  • ElectroSheep
    • May 24, 2013 at 8:29 AM
    • #4

    You need to reverse your green channel.

  • ziiN
    • May 24, 2013 at 1:01 PM
    • #5
    Quote from kikette

    Hey dude !

    Normal map isn't an easy thing to master... absolutly not easy.

    Maybe you could share your model and your texture ? We can' take a look without =).

    I can do it, but it's a just cube with one color texture.

    Quote from knj

    i think EVERY one of us needs to go through the CUBE - NORMAL dissaster LOL, on the out side it looks like very easy problem but after several hours of frustration dammmn this is the WORLD's HARDEST SHIT, after you get how it works it trully is very easy


    hope it helps you

    I'll take a look.

    Quote from 3Dnj

    You need to reverse your green channel.

    I did it already, same with other channel combinations.

    This is what I get with green channel reversed.

    [Blocked Image: http://s9.postimg.org/fk9i58hlr/greenreversed.jpg]

    Thank you guys.

  • knj
    • May 24, 2013 at 1:19 PM
    • #6

    givin us the model (no matter how simple it is) will help alot to check your normals, becouse for 99% you have normals issue

  • ziiN
    • May 24, 2013 at 1:31 PM
    • #7

    Here is it.

    https://mega.co.nz/#!sYpWyRKY!RIe…_xadcVAbole7KXc

  • Em'
    • May 24, 2013 at 2:29 PM
    • #8

    sooooooo

    new try, now with "show texture" box checkek ;p

    So i imported your fbx : normals were weird > unlock normals > smooth all. I also tried to clean uvs so that you'll use less vertices with a similar render (few littles seams noticable from close). Then baked a quick hipoly and here it is : no issues.

    So seing your fbx, i think you did not smooth correctly your vertex normals :

    [Blocked Image: http://uppix.net/c/6/7/f4dfdcd75fb5f1ffdff82bbce57catt.jpg]

    file test :

    https://www.dropbox.com/s/psq4sp7nw40qjzy/test.rar

    s : i'm not a normalmapping pro ^^ so maybe someone gonna find a better explaination / solution

  • knj
    • May 24, 2013 at 2:48 PM
    • #9

    just a qucik look - EM to get rid of seams, cut your uv's in to seperate islands and then use cage to bake, should solve your problem !

  • ziiN
    • May 24, 2013 at 3:01 PM
    • #10

    Today I solved the problem about the cube, contrary to what we were thinking, the problem was not with the normals directions. The only thing that I did to find the real problem was bake the normal with the 3ds max. So the problem is with xNormal, as you can see in the images below, the results with both programs has a huge difference. Now I'll find out why I'm getting weird maps with xNormal.

    [Blocked Image: http://s18.postimg.org/5m92s7ah5/Sem_t_tulo_1.jpg]

    Update: Those differences between the normals maps there's nothing to do with 3ds max or xNormals, it's due to your smoothing groups. There's a very good guide explaining all that I was looking for. That's it! Thank you.

    Guide: http://www.svartberg.com/tutorials/arti…normalmaps.html by Ariel Chai

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