ZBrushCentral

Normal Map Seams [NEED NORMAL MAP GENIUSES]

This is my issue:

normal_2.jpg

Heres a tutorial I found that describes why this is happening:
http://tech-artists.org/wiki/Normal_Map#RGB_Channels

What I can’t figure out is how to find out what the tangent basis for an Unreal 3 Shader is. Does anybody know? I think the above tutorial is telling me to input the correct positive/negative values for the red and green channels.
I’m using xNormal btw.

Obviously my UVs are jam packed into a tight fit so there needs to be some kind of tangent compensation between the mesh object and the UVs.
I think compensation is happening on bake but the baking settings are not correct, resulting in seams in various places of my character.

Can anybody experienced enough help me get the correct tangent basis settings for Unreal 3?

Cheers,
Paul.

Attachments

fucked_2.jpg

Hmm… If the uv position is different across that mesh, and you’re painting the normal map to match the colors across the seam, then you’ll get weird results. That’s because the position of the mesh uvs are different, so the colors would be different… right? Maybe I don’t understand what you’re doing… :confused:

Working on it.

Is that a render or a realtime shader?

try this.

grab the “inverted” side of the mesh and invert the normals on those faces.
then take your shader and tell it to display double sided…a 2 sided texture.
then see how that displays.

If that fixes the problem then then the error lies in the normals of the actual geometry.

Its the DirectX 9 RTTNormalMap shader in the Max viewport.

Still working on this problem. :slight_smile:

Okay after some vigorous tests I’ve figured out what’s going on and I’ve edited my first post.

Cheers,
Paul.