|
Post by Mathcope on Jan 14, 2018 18:07:10 GMT -5
Hi! I've been having a problem with my last project. I've made a high poly mesh and baked the details into a low poly mesh. It is looking good so far but one problem with the normal map. I've converted the baked normal into the bump map required for the game to read it. However, one side of the sofa is displaying the bump map incorrectly and inverted. (Details going outwards rather than inwards). Both sides are uv mapped in the same spot because I used the mirror modifier to make this mesh. Can overlapping the faces in the uv cause this issue? Do I have to bake the two sides separately? HERE is the .package.
|
|
|
Post by inabadromance on Jan 14, 2018 18:53:54 GMT -5
Hi mat :D, can you share the .blend?
|
|
|
Post by Mathcope on Jan 14, 2018 19:16:48 GMT -5
Heya! HERE is the .Blend
|
|
|
Post by inabadromance on Jan 14, 2018 21:35:30 GMT -5
mmmm.. i'm just winging it but.. wouldn't that be because of the flipped uv? have you tried flipping one of the sides back so that both uv are the same and seeing how it looks? the shading of the pattern is slightly darker on one side since the light comes from one of the corners. You could try tinkering with the pattern to either reduce the light, lighten the shadows or reducing the details on the bump to make it less noticeable. Or just flipping the uv.
|
|
|
Post by Mathcope on Jan 22, 2018 17:51:17 GMT -5
I managed to fix this by baking the normal map in XNormal rather than Blender Cycles. It's very weird since I hadn't had any problems with Blender baking before... Anyways, it's fixed.
|
|