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Posted (edited)

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.

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.

topology.jpg

Thank you guys, this forum is amazing.

See ya.

Edit: I'm working on source sdk, to global offensive to be more specifically.[/CODE]

Edited by ziiN
Posted (edited)

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 =).

Edited by kikette
Posted

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

Posted

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.

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.

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.

greenreversed.jpg

Thank you guys.

Posted (edited)

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 :

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

Edited by --Em--
Posted (edited)

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.

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/article_normalmaps/normalmaps.html by Ariel Chai

Edited by ziiN

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