Hello everyone,
I am working on a model right now, and I’m having some issues with the normal maps. I wasn’t sure if anyone here has encountered this problem before, but I was hoping someone may be able to help me out.
What I have is a model I created in 3ds max 2009; the character is symetrical with mirrored UV coordinates. I have all the textures applied (diffuse, spec and normal) and when I place one light in the scene everything looks great. But when I turn another light on in the scene from the opposite direction I get a nasty seam in the normal map. This wouldn’t be a problem if I was doing a simple image as I’d just render out seperate lighting and composite it in post, but this is a real-time character and when I import it into the Unreal engine I see that nasty steam.
I’ve tried everything I can think of to fix it; removing the alpha channel from the normal map, smudging the edges out and nothing seems to help at all. I even went so far as to draw a white dot on the normal map texture and render it out in max to see what it does, and it seems that it’s rendering one side as ‘white’ and the other as ‘black’.
Does anyone have any idea as to what is causing this problem…or more importantly how I can fix it. I have been doing this for a while and never encountered this problem before.
I’ve included some pictures to show what exactly is going on.
Thanks in advance,
Jamie
The model with 2 lights
http://m3tz.wc3server.com/help/2.jpg
The model with 1 light
http://m3tz.wc3server.com/help/3.jpg
The model in Ued
http://m3tz.wc3server.com/help/4.jpg
The dots
http://m3tz.wc3server.com/help/5.jpg
