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    Next Gen Modeling & Texturing Question

    For the last few days I've been running a series of normal map test for my Next Gen Model. I've used several different techniques and all have different results. I recently purchased the tutorial by Joe Simanello and tried incorporating his workflow while ripping my normal maps. The interesting thing is, when I viewed the normal maps in Maya they display correctly in the view port. When I brought the mesh into unreal with correct setting: (tc_normal map compression and differ compression) the normal map did not display correctly.

    So, in an attempt to try another workflow. I ripped my normal maps in 3ds max and was very pleased with the results. Although, I still was not able to minimize the seems in the normal map because of the smoothing groups.

    That's where I'm at right now, If you know any techniques that would help me improve my results please let me know. I have attached a you tube video to demonstrate my workflow and see if you guys spot any mistakes I'm making in the video.

    youtube video: http://www.youtube.com/watch?v=dYqqoDcSmbo

    */ in the video I did forget to check tc_normal compression and differ compression but I still received the same results after making the changes /*

    #2
    I'm not sure if this'll help, but there's some really good tuts that go over normal maps and such and how to use them with UDK here: http://www.chrisalbeluhn.com/3D_Tutorials.html

    They're a bit more advanced than most of the tutorials about basic importing steps and such, so there may be a hidden gem in one of them that may save you.

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      #3
      Hey, thanks for the reply. I was starting to think no one would get back to me. I'll take a look at the tutorials and let you know what I think. I'm starting to think that it's not the way I'm ripping the normal maps rather there is a problem with the way I'm importing the normal map/ geometry.

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        #4
        Well, here's a more specific list of his tutorials that may have something to do with your issue, in no particular order. Although, I recommend reading all of his tuts. They should really be required reading for anyone modeling for the UDK:

        http://www.chrisalbeluhn.com/UT3_Asset_Creation.html
        http://www.chrisalbeluhn.com/UT3_***..._Tutorial.html
        http://www.chrisalbeluhn.com/UT3_Modeling_For_UT3.html
        http://www.chrisalbeluhn.com/Vertex_..._Tutorial.html
        http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html

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          #5
          Flip the green chan in the normal map, from maya to UDK (default settings), there is a way to bake normal maps in maya with the correct settings but it's an option you need to check on the destination mesh before you start baking the map. IF you have already done it, just take it into photoshop or gimp and invite the green channel.

          If you want to know more about how to bake correctly in maya for udk (and some other engines) I noted it very quickly in mah blog (shameless plug) linky in signiture.

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            #6
            Aha... Potential Mayafail?

            If that's it and you don't want to re-do your normals, you can do that in the material editor in the UDK too. Just seperate the channels and put them back together however you want.

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              #7
              Wyld, thanks for those links! I'm giddy with new tutorial excitment.

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                #8
                Huh, I'll give that a try. Thanks for the advice Ghiest. Now that I think about it I'm wondering if it because of the orientation of the up axis. Maya defaults with Y being the up axis whereas 3DS Max and Unreal work with Z being the up axis. I'm wondering if that's why I'm receiving issues?

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                  #9
                  Gheist, thanks for sharing your workflow. It does solve the issue I was having when importing into unreal. I put together a tutorial video for those that might be experiencing the same problems when ripping normals maps in Maya.

                  you tube link:http://www.youtube.com/watch?v=6XCikwhXclQ

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