ziiN Posted May 23, 2013 Report Posted May 23, 2013 (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. 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. 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 May 23, 2013 by ziiN Quote
kikette Posted May 24, 2013 Report Posted May 24, 2013 (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 May 24, 2013 by kikette Quote
knj Posted May 24, 2013 Report Posted May 24, 2013 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 Quote
ElectroSheep Posted May 24, 2013 Report Posted May 24, 2013 You need to reverse your green channel. kikette 1 Quote
ziiN Posted May 24, 2013 Author Report Posted May 24, 2013 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. Thank you guys. Quote
knj Posted May 24, 2013 Report Posted May 24, 2013 givin us the model (no matter how simple it is) will help alot to check your normals, becouse for 99% you have normals issue Quote
ziiN Posted May 24, 2013 Author Report Posted May 24, 2013 (edited) Here is it. https://mega.co.nz/#!sYpWyRKY!RIeX5CBi13wUcIrwYFTkLEJsz0gj_xadcVAbole7KXc Edited May 24, 2013 by ziiN Quote
Em' Posted May 24, 2013 Report Posted May 24, 2013 (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 : 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 May 24, 2013 by --Em-- Quote
knj Posted May 24, 2013 Report Posted May 24, 2013 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 ! Quote
ziiN Posted May 24, 2013 Author Report Posted May 24, 2013 (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. 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 May 30, 2013 by ziiN Quote
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