Member Daniel Aubert Posted December 15, 2018 Member Report Share Posted December 15, 2018 Hello! I made this model highpoly in Blender, exported to 3DCoat, retopologised it, unwrapped it, and painted on it. But when I exported the obj back to Blender it had one problem: normal map is wierd with the seams showing, like if each island were recieving different lighting. And the normal map is the only texture that had this problem; albedo and roughness are working just fine. This may be something I am doing wrong, cause I am new to 3DC, so I would be very glad if anyone could help. Here are some screenshots: a. The model working fine on 3DC, with normals working. b. In Blender the normal is not good. And it is not related to the uv coordinates, because the seams are in the correct place, but each island is behaving differently to light. c. Here you can see how the map is on the surface. d. This is the normal map - world-space e. This is the normal map - tangent-space (both have the same problem) Thanks in advance!! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 15, 2018 Report Share Posted December 15, 2018 Hello Looks as Y channel inverted. Do you have Export Constructor actived ? 1 Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 16, 2018 Author Member Report Share Posted December 16, 2018 I'm gonna try that now... will report back. Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 16, 2018 Author Member Report Share Posted December 16, 2018 On 12/15/2018 at 10:49 AM, Carlosan said: Hello Looks as Y channel inverted. Do you have Export Constructor actived ? Did not work. Even tried changing the preset to unreal, but made no difference... Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 16, 2018 Report Share Posted December 16, 2018 Normal map For a normal map you can separate the RGB color channels and invert just the red and the green channels. Like in the image below.click image for full size 2 Quote Link to comment Share on other sites More sharing options...
New Member InternetFriend Posted December 18, 2018 New Member Report Share Posted December 18, 2018 In blender make sure the image texture node going into the normal map is set to non-color data. 1 Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted December 18, 2018 Applink Developer Report Share Posted December 18, 2018 But if you choose in 3D-coat prefrerences ->Normal map export = Maya, blender. This should take care the rest ? Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 19, 2018 Author Member Report Share Posted December 19, 2018 On 12/16/2018 at 6:19 PM, Carlosan said: Normal map For a normal map you can separate the RGB color channels and invert just the red and the green channels. Like in the image below.click image for full size Thanks for all the info! But unfortunately the problem remains. :/ It only flipped how the light was behaving, but you still can see the difference beetwen the uv islands. Like if each island had a different lighting position, dunno... so the seams appear like in the images above. Don't know what else to do... Thought this should be simple. Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 19, 2018 Author Member Report Share Posted December 19, 2018 11 hours ago, haikalle said: But if you choose in 3D-coat prefrerences ->Normal map export = Maya, blender. This should take care the rest ? It was already set to Maya/Blender. Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 19, 2018 Author Member Report Share Posted December 19, 2018 11 hours ago, InternetFriend said: In blender make sure the image texture node going into the normal map is set to non-color data. Thanks! But didn't make any effect... Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 19, 2018 Author Member Report Share Posted December 19, 2018 Do you guys think I have to bake the normals again from the high poly model in 3coat? Aftyer changing some setting of course. Would this remove the albedo information from the object? Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 19, 2018 Author Member Report Share Posted December 19, 2018 This is how the preferences are set Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 19, 2018 Report Share Posted December 19, 2018 Are you using latest version 4.8.28A ? Some baking problems was fixed on that version. - Try exporting any default mesh (Shift+M) to check any issue with your project. - Use applink to get direct connection in between apps. 1 Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 20, 2018 Author Member Report Share Posted December 20, 2018 12 hours ago, Carlosan said: Are you using latest version 4.8.28A ? Some baking problems was fixed on that version. - Try exporting any default mesh (Shift+M) to check any issue with your project. - Use applink to get direct connection in between apps. It is not 28A. I will try updating! It is the steam version. And will try these other options as well. Thanks a lot!! Quote Link to comment Share on other sites More sharing options...
Member Daniel Aubert Posted December 20, 2018 Author Member Report Share Posted December 20, 2018 I will try to contact them, because I don't know how to update it from steam. It already has the option to update automatically, and since I purchased it a few weeks ago, I think maybe the steam version is outdated. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 20, 2018 Report Share Posted December 20, 2018 Yes, steam version is outdated. - Hope this help: 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 21, 2018 Report Share Posted December 21, 2018 source... Blender expects normal maps in the OpenGL format. The difference between the two is that the green channel is inverted from one to the other, so in the end it doesn't matter what you use, if you know how to use it - you get the same result. Only DirectX applications use DX normal maps. And DirectX run only under Windows mainly due to license. For everything else you need to use OpenGL. For sure is good always check documentation. On image below you can find simple way how to convert DX to OpenGL (or OpenGL to DX) Quote Link to comment Share on other sites More sharing options...
Member Solution Daniel Aubert Posted December 25, 2018 Author Member Solution Report Share Posted December 25, 2018 On 12/19/2018 at 11:35 PM, Carlosan said: Yes, steam version is outdated. - Hope this help: On 12/18/2018 at 12:26 PM, InternetFriend said: In blender make sure the image texture node going into the normal map is set to non-color data. Hey! I updated to 4.8.28A and by setting non-color data on normal map it worked!! See this new model I am working on, it is working perfectly without those stupid seams! Thanks a lot guys!!! 1 Quote Link to comment Share on other sites More sharing options...
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