Decal Normals casting wrong/weird shadows

All about making tracks for MX Simulator
ChaosLasse
Posts: 18
Joined: Fri Oct 04, 2019 5:35 pm
Team: Privateer

Decal Normals casting wrong/weird shadows

Postby ChaosLasse » Wed Apr 15, 2020 8:29 pm

Hello Guy,
so my problem is that the normals i made for some decals seem to look inverted or look like the light hits it from a mirrored sun vector.

Basically the shadows are flipt 180° so that the peeks look like crevices...

I got the tire marks by flipping the normals in Blender. So the peeks are now crevices and the crevices are now peeks.

When i did that to the other normal, it take the light on the flat surfice weid, when i rotate it, even the flat survice darkens, like there is a shadow getting casted.

I took a look at other normals of decals from differend creators, all have this problem an my track for some reason.

The original High Poly in Blender
Image

The Decal with the intended normal Map (light from the left)
Image

Light from the bottom left
Image


The tire marks
Image

Image

Image

has someone any idea?

Thanks in advance

jlv
Site Admin
Posts: 13667
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Decal Normals casting wrong/weird shadows

Postby jlv » Thu Apr 16, 2020 1:18 am

Try exporting a sphere to start with. The normal map should be around 128,0,128 at the top of the sphere, 255,128,128 at the left, 128,255,128 at the center, 0, 128,128 at the right, and 128,255,128 at the bottom. Flip whichever channels you have to to get the right values. Once you have a sphere working other things should export without any problems.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.

User avatar
aeffertz
Posts: 3808
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Decal Normals casting wrong/weird shadows

Postby aeffertz » Thu Apr 16, 2020 2:04 am

Bake your norms as you normally would (don't invert the model).

Once you have your normal map baked from Blender, open that normal map in Photoshop (or equivalent) and invert the Red and Green Channels. Save the normal map and now it is ready to go in game and should not look inverted.
Image

ChaosLasse
Posts: 18
Joined: Fri Oct 04, 2019 5:35 pm
Team: Privateer

Re: Decal Normals casting wrong/weird shadows

Postby ChaosLasse » Thu Apr 16, 2020 7:58 am

Thank you guys,

jep, inverting the channels did the trick, thanks again. :D


Return to “Track Editing”

Who is online

Users browsing this forum: No registered users and 5 guests