Hi, i created a normal map in photoshop and simply applied it with the art tools, and in preview it looks like this. As you can see half the tabard is light, half is dark which is strange, it should not look this way. The rest of the body is this way too, half light half dark. There is just a diffuse and normal map. The normal is below. Im working in 3ds max, is there anything I need to do to prevent this? Why is this happening? Thanks.
Edit: To clarify this only occurs when the normal map is added, this does not happen when its just the diffuse map.
Does your texture hava an alpha layer?
If it doesn't, select RGB in stead of RGBA in the material editor
Another solution might be:
Select the model, select the editable mesh ( not the skin ) go to Transform tab and press the "Reset XForm" button, you will see the dark side of the model becomes visible in max, add the modifier "Editable Mesh" and select the dark polys, press the "Flip" button. then collapse the stack ( NOT THE SKIN modifier)
and try again
if this is not working, you need to re-allign the normals this can be done easely by vreating a new primitive, like a box, apply the editable poly modifier to it and attach the model to this box, this usually works.
Don't know if the second one screws up your Skin modifier though...
I'd say the most possible reason behind this issue is that you didn't turn the normal map to sc2 format (copy R to A, invert G). Or you did, but saved it in a wrong dds format (DXT5 required).
Hi, i created a normal map in photoshop and simply applied it with the art tools, and in preview it looks like this. As you can see half the tabard is light, half is dark which is strange, it should not look this way. The rest of the body is this way too, half light half dark. There is just a diffuse and normal map. The normal is below. Im working in 3ds max, is there anything I need to do to prevent this? Why is this happening? Thanks.
Edit: To clarify this only occurs when the normal map is added, this does not happen when its just the diffuse map.
Does your texture hava an alpha layer? If it doesn't, select RGB in stead of RGBA in the material editor
Another solution might be: Select the model, select the editable mesh ( not the skin ) go to Transform tab and press the "Reset XForm" button, you will see the dark side of the model becomes visible in max, add the modifier "Editable Mesh" and select the dark polys, press the "Flip" button. then collapse the stack ( NOT THE SKIN modifier) and try again
if this is not working, you need to re-allign the normals this can be done easely by vreating a new primitive, like a box, apply the editable poly modifier to it and attach the model to this box, this usually works.
Don't know if the second one screws up your Skin modifier though...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I'd say the most possible reason behind this issue is that you didn't turn the normal map to sc2 format (copy R to A, invert G). Or you did, but saved it in a wrong dds format (DXT5 required).
If it doesn't work, post the max file.
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Zoldens answer was correct, thanks for the replies as well taylor.