Member calyps Posted December 19, 2012 Member Report Share Posted December 19, 2012 I'm about to lose my mind. I'm trying to reduce seams between my hand model and body model and both use object/world normals. When I import my normals they look all messed up (really black areas with severe seams where there should be no seams). Am I correct in assuming that 3d Coat does not work with anything but tangent space normals? Should I just use flat shade and import and work on them as diffuse textures? Quote Link to comment Share on other sites More sharing options...
Member calyps Posted December 23, 2012 Author Member Report Share Posted December 23, 2012 This program costs a lot of money to provide no support for anything but tangeant normals. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 23, 2012 Reputable Contributor Report Share Posted December 23, 2012 This program costs a lot of money to provide no support for anything but tangeant normals. Have you tried to change the normals in the preferences panel (EDIT menu > Preferences)? Also, if you don't get an answer on these forums, try emailing support. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 24, 2012 Report Share Posted December 24, 2012 In 3D-Coat you may not import World normalmaps as normalmaps. But you may import them as regular color layer and remove seams operating via color (using smooth and painting) and then export fixed maps as color maps. Quote Link to comment Share on other sites More sharing options...
Member calyps Posted December 25, 2012 Author Member Report Share Posted December 25, 2012 Ah, well, thanks for the response. That's what I ended up doing (with flat shade on to avoid lighting seams between separate meshes). If skyrim is any indication though, it might be worth preparing for future games supporting a wider variety of normal map types. A good seamless set of world normals really do eliminate pesky seams like neck seams and such. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted December 25, 2012 Report Share Posted December 25, 2012 It is a bit tricky, but if you know HLSL/GLSL you may modify shaders/obj_tbn.hlsl shader to treat color as world normalmaps (it may not be official solution because you will not see color in ths case). Of course usual color will not be seen in this case, but you may use such shaders for some temporary purposes like this one and then replace by default. Quote Link to comment Share on other sites More sharing options...
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