Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by KoJix · May 19, 2015 at 01:59 PM · texturemeshmaterialnormalmap

unwrapping of a 3D Mesh is shown by normalmap.

Hello guys,

Im busy with a 3D game. I've made models with Cinema4D. I've used UV Layout to get rid of the ugly lines who were shown. After baking the texture and applying them in Unity everything seems fine. I created a normalmap with Adobe Photoshop and everything went the wrong way.... (see picture below)

Without the model looks way beter with a normalmap.

So heres my question..

How do I create a good normalmap for my model without having lines all over my mesh?

alt text

naamloos.jpg (278.6 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Blenderik · May 19, 2015 at 02:42 PM

Your normal map does not seem to be seamless. If you UV unwrap something, of course there are seams, otherwise you would not be able to unwrap even a simple cube. Where two edges separated by a seam in the UVs meet on the 3D surface, you will see the difference. 2 solutions: 1. bake the normal map in Cinema (might not be preferable, because you can reuse one map, if it's not specific) 2. Create a seamless (tileable) normal map. For this make sure, the UVs fill the entire canvas.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image KoJix · May 19, 2015 at 02:49 PM 0
Share

Hey thanks for you answer.

Can you explane the second solution a bit more? I don't really get what you mean.

avatar image Blenderik · May 19, 2015 at 03:07 PM 0
Share

In Photoshop create the BW base for the normal map. Goto filter -> other -> offset and use x/2 and y/2 of your image size for offset values (in game engines you should use powers of 2 for the res, e.g. 128x128, 512x512px etc.) Now use the clone stamp to remove the seams you will (probably) see in the middle of your image. Then make sure Cinema4D (I come from Blender, so I can't help you there) distributed the UVs over the entire 2D image. If it looks fine already, don't worry about this step.

avatar image KoJix · May 19, 2015 at 03:19 PM 0
Share

Thanks for you response!!

i'll have a look into it if I'm back at the office! You'll hear from me :)

avatar image KoJix · May 21, 2015 at 07:10 AM 0
Share

Second solution + a lot of test done the job! Thank you so much

avatar image Blenderik · May 21, 2015 at 10:32 AM 0
Share

Glad I could help

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

3D Mesh is broken thanks to normal map 1 Answer

Layered Textures/Materials 0 Answers

How to see which material is using a texure as normal map? 1 Answer

Mesh wont accept material? 2 Answers

Material trouble 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges