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Old 02-10-2011, 07:22 AM   #1 (permalink)
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Maya: fun with normal maps (not)

For all ages!

Had this problem in my W.I.P. section thread and figured I'd post it here, since this is more of a tecnical problem than stuff like getting the correct edge loop flow/design problems/proportions etc.

Basically, here's my problem:


My normal map flips over halfway through the model (around where the shoelaces are), creating a very visible seam at the back. The inner part is bumped correctly, while the outer part shows up as if it's hollowed out. This is the normal map, and I've been told in the WIP thread that there's nothing wrong with it.

I tried, so far
  • Flipping the normals
  • Flipping the UVs
  • Deleting and recreating faces

None of this fixed the problem and I'm left with a model that I can barely use for its purpose, let alone for my portfolio, so I decided to turn this in and ask for help. :'(

So, can I get any tips on how to fix this?
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Old 22-10-2011, 01:15 PM   #2 (permalink)
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It's definitely a normals issue because your normal map looks fine. It appears as if half of the boot was modeled, then mirrored to get the other half. Did you try inverting the normals of the mirrored half?
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Old 24-10-2011, 04:24 AM   #3 (permalink)
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It's Look like you have Overlaped Uvs.
if you do that, then move the Mirrores Shall or Filed Shall out of Uvs Space and then Bake again or check normals of your Shooe. and give proper Smoothing group then bake...
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