obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



Soulburned@Posted: Mon Jun 16, 2008 9:50 pm :
is it Green or red channel that is inverted by the ATI compressonator tool? I have somewhere on my computer a little command line utility called normal2displacement.exe and when I run it, a window pops up and it asks if the normal map being input came from the ATI compressonator tool (inverted green channel), and I've been looking at a lot of the assets in Doom 3 and Quake 4, concerning their local maps, and I always get that obvious seem just as you with the original assets from the game, are the local maps in the game ATI (inverted green channel?)



rich_is_bored@Posted: Tue Jun 17, 2008 8:01 am :
The green channel.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



Soulburned@Posted: Mon Jun 16, 2008 9:50 pm :
is it Green or red channel that is inverted by the ATI compressonator tool? I have somewhere on my computer a little command line utility called normal2displacement.exe and when I run it, a window pops up and it asks if the normal map being input came from the ATI compressonator tool (inverted green channel), and I've been looking at a lot of the assets in Doom 3 and Quake 4, concerning their local maps, and I always get that obvious seem just as you with the original assets from the game, are the local maps in the game ATI (inverted green channel?)



rich_is_bored@Posted: Tue Jun 17, 2008 8:01 am :
The green channel.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



Soulburned@Posted: Mon Jun 16, 2008 9:50 pm :
is it Green or red channel that is inverted by the ATI compressonator tool? I have somewhere on my computer a little command line utility called normal2displacement.exe and when I run it, a window pops up and it asks if the normal map being input came from the ATI compressonator tool (inverted green channel), and I've been looking at a lot of the assets in Doom 3 and Quake 4, concerning their local maps, and I always get that obvious seem just as you with the original assets from the game, are the local maps in the game ATI (inverted green channel?)



rich_is_bored@Posted: Tue Jun 17, 2008 8:01 am :
The green channel.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



obsidian@Posted: Tue Feb 13, 2007 3:54 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm :
Can you post an image of the faulty result and the uv map?



obsidian@Posted: Tue Feb 13, 2007 6:58 pm :
Image
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)

Image
You can see where I have the UVW seams here

Image
Normal map tiles perfectly

Image
In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot



obsidian@Posted: Wed Feb 14, 2007 10:14 pm :
Resolved: inverted green channel and everything works.



modern@Posted: Thu Feb 15, 2007 12:27 am :
UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.



obsidian@Posted: Tue Feb 13, 2007 3:54 pm    Post subject: 3dsmax: welding seams on UVW maps: 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 don't know how I should do this, so if anyone has any insights or if you can point me to a handy tutorial that would help.
_________________
The Obsidian Order | Q3W LEM



Lumpengnom@Posted: Tue Feb 13, 2007 4:20 pm    Post subject: : Can you post an image of the faulty result and the uv map?
_________________
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obsidian@Posted: Tue Feb 13, 2007 6:58 pm    Post subject: :
High poly and low poly models (they are usually occupying the same space, but I moved them around for illustrative purposes)


You can see where I have the UVW seams here


Normal map tiles perfectly


In game shot with an obvious vertical seam on the top of the model. There is also a seam on the inside edge of the ring that you can't see in this screenshot
_________________
The Obsidian Order | Q3W LEM



obsidian@Posted: Wed Feb 14, 2007 10:14 pm    Post subject: : Resolved: inverted green channel and everything works.
_________________
The Obsidian Order | Q3W LEM



modern@Posted: Thu Feb 15, 2007 12:27 am    Post subject: : UV seems are always a problem, and there are all sorts of ways to fix them, but most often the practical approach is to try and hide them wherever possible.
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