|
Hi everyone, I’m sort of new, but wanted to ask your guys’s help. I used ultimapper to generate normals for my low poly mesh, but whenever I render them I get seems wherever my uvs are cut. The head is one piece and the rest of my mesh is mirrored. There is only one part where the normals are smooth, from the body to the right half of the neck. I’m not sure why I get this problem. Also, when I have unbiased normals(not tangents) checked (default), the normals looks much flatter than when it’s unchecked. However, when I uncheck it, the normals look a little distorted in some places, but maybe thats just me. I know the normals aren’t perfect but I intend to fix the artifacts later. I know uv edges should be facing each other, and they are for the most part. Lastly, I have my normals shader plugged into my scene material’s bump value. When I tried plugging it into my phong shaders bump value, it didn’t look right. Am I doing it correctly? I know It’s a lot of questions, but I despise normals and really need any help I can get, thanks so much.
Pictures:
UVs etc
unbiased normals checked
unchecked unbiased normals
High Res model
| Attachment
|
|
| Attachment
|
|
| Attachment
|
|
| Attachment
|
|
|
|
|
|
Solved it, turns out my mirrored uvs were on top of my originals
|
|
|