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Normal Map Mirroring issues

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:mad: fighting mirroring again

My object space bake in xnormal is going crazy with the mirrored parts. Also I have offset the mirrored Uvs 1 tile over.



The Mirrored pieces have been symmetry modified to make the other half and welded. I used FBX for the high and the low. For the cage I used averaged normals with ray distance calculator. On the low I exported smoothing groups and tangents. On the low I set my smoothing to match my UV borders.

I went through all the 'hoops' now im still confused as to why my mirrored pieces are baking funky? Triangulation on mirrored pieces seems ok as well a perfect copy.

EDIT: Here is what happens after I run it through handplane with all the settings on AUTO.

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