Normal Map Stripes
Well, here we go with another Normal Map thread...
Does any one knows why I am getting these stripes? I´ve baked using X-Normal and Maya. It is not a complicated mesh, just an air duct. Everything is correctly set: Hard/Soft Edges, Uvs, etc. Tried other resolutions, Nvdia normalize, and so on. I really don´t know what I am doing wrong!
Thanks for your time!
Hmmm, that doesn't look like a normal map problem to me. The way the light is playing off of it and I don't see the usual aliasing artifacts on the stripes as you do with the rest of the frame around it. It looks more like stripes in the specular map to me. Check your maps for alpha channels.
metalliandy: Sure, but as you see it looks ok!
mrsdoublefire: I´ve checked for alphas and none of my textures have it. The curious thing: if I don´t use specular I get no stripes at all using this normal map, but when I combine a clean normal generated using NDO and specular I also get no stripes. So to be honest I really don´t know what to do! I even used this material on another mesh, and stripes again. And I have just baked another Normal and guess what more stripes.
Guys any help is welcome.
Have you tried using just a random specular map that has information in the same bitmap space and seeing if the stripes are still there?
Yes, I tried that as well. Also downloaded the Marmoset Tool and got the same problem there, so is something with my textures! I tried some combinations:
Difuse + Specular only: no stripes
Difuse + Normal only: no stripes
Difuse + Normal + Specular: stripes.
So it is a combination of Specular and Normal that are causing this problem.
Any ideas?
Thanks again!
Can you post all the textures in a lossless format such as png please? I will take a look and see if i can work out what the issue is.
The normal map looks fine from what i can see and i dont get this issue when rendering the normal in CrazyBump, so im guessing its something else.
Yea, this has to be some sort of issue with your material settings or specular texture. With just a plain diffuse and spec with your normal, everything looks perfect in Marmoset.
hmm. Using your textures, I don't get the issue in Marmoset. Maybe its the geometry/UV's that are causing the problem?
How are your UV's set up?
Are you mirroring the texture in anyway?
Do it happen with any other geometry?
Thanks for your efforts!
The uvs are set correctly: border edges=Hard, all other edges Soft. I am not mirroring the texture and it does happen in any geometry. By the way I used CrazyBump to tweak the normal and to generate Spec, Occ.
A guy suggested to change the compression settings inside UDK. It got better, but the stripes still persist.
If you are getting the problem with Marmoset, then that rules out the compression as it doesn't compress textures.
My only guess now it that the topology of the HP mesh is somehow baking oddly onto the HP mesh and its showing on the bakes, but i cant see anything wrong with your normals. :/
Try rotating the mesh by 90deg in UDK and see if that helps. It might be an orientation issue that is somehow causing issues
No good! I even used the material over a bsp surface and stripes all over!
Well I did all the steps again, but this time I used another mesh: uvs, bake, photoshop, crazybump, etc. And again these
stripes. But this time I changed the compression to Uncompressed and voilá! No stripes! Then I changed again for the original one and no stripes!!!!!Checked over Marmoset and it looks fine.
So I must import all my normals uncompressed? I understand for a portfolio it should be fine but I wonder if this is ok for production.
Once again thanks.
P.S.: Would you mind to have a look at my meshes?
















can you post the normal map please?
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