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View Full Version : Messed up tangents - help needed



Loginus
01-08-2010, 08:39 PM
Ive made this LoRes model in XSI, and after extracting tangent space normals I have ugly and inaccurate results. worlds space normals look allright, but I know I need tangent Nmap to make it work inside UE3.

I figured out that its because of my LoRes model having incorrect tangent coordinates, but I dont know what caused it and how to fix that. Im also quite sure that my UVs are done well.

I will appreciate any help, or any links to tutorials that show how to make it right.

http://img130.imageshack.us/img130/1364/gasbagtangentserrorsm.jpg

JohNLA
01-08-2010, 09:58 PM
Cool character.
I do not use XSI so I can't help with that but can't you just export a Normal map from Zbrush?

BigDaz
01-09-2010, 05:37 AM
If you're using the ultimapper, you can go into Advanced tab and "Adjust Tangents" which gives you the option to smooth things out. Which might help.

Loginus
01-09-2010, 07:32 AM
http://img693.imageshack.us/img693/6936/errorri.jpg

Thanks for help, there is an improvement, but even though tangents seem to be smoothed out seams still persist.

Loginus
01-10-2010, 06:17 AM
All right, another step forward...

Today I realised that Softimage is exporting my model with old tangent coordinates. I can smooth my tangents, everything looks well in the viewport, but when I export it (i tried .obj, .fbx and .dae) and import it back model wont be smoothed. Does anyone know what to do with it?