3dsmax: welding seams on UVW maps
Posted: Tue Feb 13, 2007 3:46 pm
I have a low and high polygon model, all vertexes and edges are welded, a single smoothing group applied to the whole mesh on both models. Everything up to this point looks good.
I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look mismatched. So I export both models out to ORB and render the normal map from there. ORB does a perfect job, no seams on the normal map.
To test, I import the normal map from ORB into Max and apply it to the low polygon model, and the normal map looks as if it would tile perfectly... no visible seams or anything. However, exporting the model in game, there again, is an obvious edge where ever there is a seam on the UVW map.
From what I can gather...
I UVW map the low polygon model. Generating the normal map from 3ds Max and the normal map does not tile along the UVW seam - the normals look mismatched. So I export both models out to ORB and render the normal map from there. ORB does a perfect job, no seams on the normal map.
To test, I import the normal map from ORB into Max and apply it to the low polygon model, and the normal map looks as if it would tile perfectly... no visible seams or anything. However, exporting the model in game, there again, is an obvious edge where ever there is a seam on the UVW map.
From what I can gather...
- There is no problem with the mesh itself
- There is nothing wrong with the normal map I'm using from ORB
- There is probably something wrong with the UVW map seams and I have to "weld" them somehow so Max recognizes that it should be a "soft" edge