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hi

“ see image “ using a custom mesh to capture the normal map details results in weird changing surface colors
having this in a gameengine lit by a lit causes weird unacceptable behaviour of shade and light (obviously ^^ )
the flat mesh creates a flat surface = flat color - normal maps do look fine in the engine
yet i cant get rid of those redish line edge creases things
and i rendered about 60 normal map tests with different settings hard edges soft edges disconnected components tangent smoothing surface discontinuity
still this the best i could get
the normal maps look FINE in xsi but they DONT in any game engine for obvious reasons
so : why does ultimapper render surface changes when using a non-flat-custom-mesh to grab the high poly normal map details ?
and why cant i get rid of those redish lines in the right normal map
( i really tried everyting - move the mesh disconnect components hard edges soift edges
surface continuity tangents smoothing.. nothing helps )
thanks in advance
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