View Full Version : Sharp edges in Normal map renders

07-05-2007, 03:38 PM
I was asked to do an art test for a game studio and one of the models is this lamp post. So I modeled it all out in Sudb-Ds, then saved a new version and reduced that to the 400 triangle limit I was given. Then used then to create he normal map using DP Normal Cast. When I do a render with the Normal map applied I have some very sharp lines appearing. Those are all the corners of the actual lowpoly geometry. Is there any way I can get it to look smoother? Those edges to appear in the normal map and I tried blurring them out in Photoshop, but it didn't help much, if at all.

07-05-2007, 05:12 PM
I'm not sure what you mean by unique UVs, I've got one UV map for the lo-rez object, I'm not sure what you would do with more. If that was a link you posted it didn't come through.

07-05-2007, 05:23 PM
Ahh, thanks this looks very handy!

07-05-2007, 05:46 PM
Phil did you have to do the test on the spot? What exactly are they looking for?

07-05-2007, 06:52 PM
No no, the nearest game studio to me is about two hours away (actually I'm interviewing with them tomorrow) This is a work at home test, I have a week to model and texture 2 objects from concept art. One is the lamp post, the other is a tree.

07-05-2007, 07:02 PM
hope you get it!!!!!!!!!!


07-05-2007, 11:05 PM
Thanks jat. Unfortunately this tutorial didn't really help at all. I separated pretty much every flat surface into individual islands and it still looks the same, if not worse. I tried playing with the smoothing angle as well and that had no effect at all. The tutorial was obviously written for Max, maybe things are different over there.

07-06-2007, 01:27 AM
Depends of your UV map projection, with atlas
some border in SB Camera could solve this.


07-06-2007, 03:22 AM
Have tried a very simple test, with a basic ball,
UV mapped with 5% atlas projection,
baked with a border (2), no problem with seam:


07-06-2007, 06:04 AM
No Artefacts here, just reconnected Normal Cast to Diffuse Shading,
LW 9.2 F9 render,
Here is my scene for my SB Camera (default) settings:

Note: In some case a triangulated low-res mesh is needed.


07-06-2007, 06:12 AM
But sorry, you have right, I forgot the border,
and I get artefacts in the border:


07-06-2007, 08:43 AM
I've managed to improve it some, but there are still some big problem areas. I went back to my old UV map since the unique one didn't seem to make any difference.