Results 1 to 22 of 22
  1. #1
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default Normal Map Issue

    Hey guys... I have a problem and I think the picture shows it best. I have no mirrored UV's but one side seems to be weird shaded.... maybe you know what the problem could be. Thx in advance...


  2. #2
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    could you post images of your unwrap and normal map? it will help to understand the problem.

  3. #3
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    Hey... of course... here is the Diffuse and Normal Map for the Body


  4. #4
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    Thank you but is "unwrap" and "normal map" and to be able to help post full images not a partial normal map and partial diffuse(exchange diffuse for unwrap image). Thank you again.

  5. #5
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    Oh ok, sry... I hope the following images are what you mean...


  6. #6
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    there is nothing wrong with your normal map...... did you imported into UDK with the right compression settings?

  7. #7
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    That edge just looks like its been hardened. Soften it in your 3D app and reimport, making sure explicit normals is turned on so your normals carry over.

  8. #8
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    Quote Originally Posted by JessieG View Post
    That edge just looks like its been hardened. Soften it in your 3D app and reimport, making sure explicit normals is turned on so your normals carry over.
    but if it is a hard edge (smoothing group) then why the hand is darker??? hard edge makes no sense in this problem......

  9. #9
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    Maybe the entire hand has a weird normals issue as well? Your normal map looks fine to me so I think it's something with the model itself. Do you get this artifacting with a material with just a diffuse map and normal map plugged directly into it?

  10. #10
    Redeemer
    Join Date
    Apr 2009
    Location
    Jacinto
    Posts
    1,000
    Gamer IDs

    Gamertag: Keltar3007

    Default

    Van we see the Material or Material instant constant?
    My Models...Obviously not the best

  11. #11
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    51

    Default

    Looks like a problem with the normals on the hand (may have occurred when/if it was re-attached to the rest of the arm?)

    In Blender I would just use the Flip Direction tool, but I don't know if your modeling program has something like that (I used to use 3DS Max and I believe it has a similar tool).

  12. #12
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    Thank you for all your answers... I am new to UDK so this helps a lot...

    at least in Blender all the Normals seem to face in the right direction:


    The Normal Map is correctly compressed... I have no idea what else this could
    be... Here is the Material Setup:

  13. #13
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    Are the edges softened on the hand? If the normals were reversed the faces wouldn't be visible. The weird shading seems more like hardened or softened edge (aka smoothing group) problems.

  14. #14
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    The whole body has the same smoothing group... just like the wrist:

  15. #15
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    have you tried pluging the normal map directly to the material? I mean without the multiply node and the constant 4 vector node...

  16. #16
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,660

    Default

    Your normal map is not imported properly, you need to use normal map compression. Once it's imported correctly it will show up more blue in the material editor, like right now it's looking like 0.5 blue, but when it's imported correctly it will show up as like 1.0 blue.

  17. #17
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    Quote Originally Posted by darthviper107 View Post
    Your normal map is not imported properly, you need to use normal map compression. Once it's imported correctly it will show up more blue in the material editor, like right now it's looking like 0.5 blue, but when it's imported correctly it will show up as like 1.0 blue.
    omg, darthviper! You made my day! This is the solution...

    The weird thing is... when I changed the compression by double clicking the normal-texture, nothing happened... you HAVE TO change the compression WHILE imorting.

    Thanks everybody and have a nice weekend!

  18. #18
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,660

    Default

    Yep, you must do it when you initially import, changing afterwards doesn't do it.

  19. #19
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    awwww ...... I told in the previous page about compresion settings **feels envy of darthviper**

  20. #20
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,660

    Default

    I remember it well because from when I had to figure it out the first time

  21. #21
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    433

    Default

    I'll be first to solve the problem next time, I swear on my life......LOL

  22. #22
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    31

    Default

    Yeah you said in on the first page, too. But I didn't try it while importing. Nevertheless.... It was my fault... you were also great!


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.