ScorchedIce Posted October 12, 2016 Share Posted October 12, 2016 I'm going to be concise, these is how my model with normals looks, in 3D Coat: When i load the baked normals and everything in the TennoGen tool, or SketchFab, for some reason the normals are sort of... inverted, right at the middle: So... what should i do? i really really need help. Please if someone can help, tell me if i need to upload more stuff Link to comment Share on other sites More sharing options...
Quarinah Posted October 12, 2016 Share Posted October 12, 2016 did you try flipping the green channel? Link to comment Share on other sites More sharing options...
ScorchedIce Posted October 13, 2016 Author Share Posted October 13, 2016 (edited) 18 hours ago, Quarinah said: did you try flipping the green channel? I haven't, although i didn't know that was a thing until you mentioned it, gonna try that. Edit: Tried it, and the problem persists. It should be noted i guess, that i simply flipped the green channel in photoshop. Edited October 13, 2016 by ScorchedIce Link to comment Share on other sites More sharing options...
Quarinah Posted October 13, 2016 Share Posted October 13, 2016 in case you did the editing in zbrush, you might need to flip the whole texture vertically because zbrush exports them upside down, if this is not the case, check the UVs, maybe you or somehow some UV shells moved around. Link to comment Share on other sites More sharing options...
ScorchedIce Posted October 13, 2016 Author Share Posted October 13, 2016 (edited) 13 hours ago, Quarinah said: in case you did the editing in zbrush, you might need to flip the whole texture vertically because zbrush exports them upside down, if this is not the case, check the UVs, maybe you or somehow some UV shells moved around. So i did some tinkering with my UVs and found the issue, it was one of the seams that was screwing up, i changed the UVs, but i still get the same issue, regardless of where my seam is. Perhaps i should check my retopology? maybe re-do it? edit: Went back into 3D Coat, made new UVs with different seams, filled it with a smart material so i'd have some extra detail. Still have the weird seam, but now on top: Spoiler Perhaps i am screwing something up when baking the normals? Edited October 13, 2016 by ScorchedIce Link to comment Share on other sites More sharing options...
alexmach1 Posted October 14, 2016 Share Posted October 14, 2016 Post your normal map Link to comment Share on other sites More sharing options...
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