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รายงานปัญหาเกี่ยวกับการแปลภาษา
But in the end it is not really a big deal as long as the rendering looks good.
Anyone an explanation for this?
everything is freezed, history is deleted, a totally clean scene :/
Also it might be related to your Export settings
I thought maybe my maya is buggy or something so I did a quick test with zbrush and xnormal and the normal maps exported from there also look fine in the final rendering and the viewport.
it is just really really weird but as long as the final rendering looks fine it is no game breaker :)
maybe it is a problem with the model or something, after all this was the first project I used SP for in almost a year, it is totally possible that I ♥♥♥♥♥♥ something up while exporting the mesh to SP.
the only special thing about this creature is that I had to make 3 seperate textures for it, it gets very close to the camera and a single texture wouldn´t have been enough, that was actually the reason why I decided to give SP another try (I couldn´t do it in Zbrush because I couldn´t subdivide the mesh often enough to do a decent polypainting).
It could be that maya just doesn´t like applying normal maps to seperate UV tiles and just flips out in the viewport because of that, I would have to test this further to find out.
Could it be that you have set your color management wrong for this map?
I set up my own color management rules and conditions in the preference window knowing my naming scheme and totaly forgot about it when i opened my wifes files the first time (she uses a different scheme for work) and it looked kind of like that.
Color correcting the normal map by accident turns out pretty bad :)
Kindly,
T
It looks like it could be an issue with the mesh normals. Is the normals set to locked? Mesh Display>Unlock normals then choose Soften Edge.
Also as suggested above, it could be that the normal map color space is set to sRGB.
Cheers,
Wes
thanks again :)