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FPSC Classic Product Chat / Normal map/Shader problem

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Justin712
13
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Joined: 15th Jan 2013
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Posted: 16th Jan 2013 04:50
Hey, everybody! I'm a bit new here.

I'm having some issues getting the normal map to show up correctly on my custom model.



The middle shows the creature with no shader, while the other 2 are using the pixel shader 2.0 bumpbone.fx file. I've tried several others, but they give equally strange results.

At first I thought this was the classic inverted green channel problem since half of it seems to light up, but that didn't seem to solve the problem, and the lit half of the model doesn't show any signs of the actual normal map being present anyway.

To be absolutely sure, I replaced Aiko's normal map with mine, and it shows up fine UV mapping aside.

Here's a picture of what the normal map SHOULD look like in Amnesia: The Dark Descent

http://i1209.photobucket.com/albums/cc388/Justin71240/statue_amnesia_zpscddb309c.png

I figure it must have something to do with the .X file or the model itself unless there's some other shader I'm missing here. I used the Panda .X exporter for 3ds max 2010.

Any help would be greatly appreciated!
rolfy
20
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Joined: 23rd Jun 2006
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Posted: 16th Jan 2013 06:33 Edited at: 16th Jan 2013 06:37
It looks like you mirrored one half of the mesh, if using normal maps both halves should have their own uv space or one will appear inverted. The problem occurs when you create the normal map if it isn't properly unwrapped.

I don't trip over...I do random gravity checks.
Justin712
13
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Joined: 15th Jan 2013
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Posted: 16th Jan 2013 08:23
No, it's more than that. Even on the "good" side there's no sign of the normal map actually working. Here's another example with one with unique UVs.



The shadows are in really weird places on the model and they don't seem to correspond to the normal map in any way.

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