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Normal map seam question
Hi ive been modeling a rider for a bike i previously made. to save space on my uvw i decided to experiment with having the whole model reflected. As a resualt of this the normal map produces a seam straight down the middle of the model. its abit strange as up close the seam is unnoticeable. however when you zoom out, the further i go the more noticeable the seam is as it turns into a black line! does anyone have any ideas how i can merge this normal map at the centre point? ive tried cloneing the most local point of the map to give it a smooth transistion, but that seems to not make any difference when i zoom out.
Any suggestions please? any other crits of the model itself too? its 3500 tris
read 589 times
1/20/2009 3:19:38 AM (last edit: 1/20/2009 3:19:38 AM)
turn off texture filtering for the normal map.
read 585 times
1/20/2009 3:21:47 AM (last edit: 1/20/2009 3:21:47 AM)
Thank you :D now to sorting out that awful helmet texture :S lol ... *runs off*
read 560 times
1/20/2009 11:05:04 AM (last edit: 1/20/2009 11:05:04 AM)
I thought that if you mirror UVs with a normal map, one side ends up being inverted (as in, bumps become pits, etc) ?
er, crits on the model, the tip of the nose is a bit wide, and the eyes are all sorts of wrong. I can't figure out how to do lo- poly eyes either.
read 555 times
1/20/2009 11:07:43 AM (last edit: 1/20/2009 11:09:41 AM)
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