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Normal map seam problem + artefacts in xnormal


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Posted

If all else fails, you can try using 3d-coat to fix the seams by hand. Sometimes it's easier to fix something by hand (which will literally take like 5 minutes) than spending days looking for a solution :)

Posted (edited)

Some progress!

 

seems like its a problem with how the tangent is read

 

somehow it work in marmoset toolbag set to 3ds max's way of reading the tangent normal but not with the one from xnormal (which was used to bake the map)

Guess I shouldn't worry about the seam, but just to make sure to use the right tangent for each software

 

Screenshot%202014-04-22%2022.24.09.png

Screenshot%202014-04-22%2022.19.58.png

Edited by marnamai
Posted (edited)

didn't know that, how? if I can render them at x +, y - and z + they should be correct for the cryengine

 

edit, found it, in the map to render the 3dots behind the normal map checkbox thingie

Edited by marnamai
Posted

I didn't have the time to look further into it. 

 

I don't think it's a baking issue, i 've discovered that the resource compiler from version 3.5.8 is bugged and shows seams on the normal maps on the uv seams, there is a workaround by replacing the resource compiler with the working 3.5.7 version.

If this doesn't fix it, I should try to get my hands on cryteks xnormal tangent basic calculator plugin together with the supported version of xnormal which isn't available on the website anymore.

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