Stretched normal maps in-game.

Modelling, Textures, Animating and other general engine asset topics.

Stretched normal maps in-game.

Postby popcornjake on Sat Apr 02, 2011 8:51 am

So I've been playing about with some materials for a small project I decided I would work on. They all of course work fine - except for one. For some reason I cannot understand, whenever I apply one of my normals to any material, it creates these bizarre stretching artifacts:

Image

As you can see, the normal maps are stretched right out from a central point, which creates black lines on the face to which it is applied:

Image

This happens to the normal map in question no matter how I configure the generation of said normal map (I tried using Crazybump and Nvidia's photoshop plugin), and it happens to any materials which uses it. I hastily created the map in the screens to demonstrate the effect. It occurs on world brushes, displaced geometry and any material to which the normal map is applied (hence the lines crossing onto the second material on the ground and cliff displacement).

If anyone knows a solution to this I would be very grateful. If not, I'm off to UDK forever.
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Re: Stretched normal maps in-game.

Postby stoopdapoop on Sat Apr 02, 2011 4:38 pm

That's funky. In the vtf is "clamp all" set? if so, unset it.

Also, if you feel you should move on to UDK, you should just do it. No point in using an engine that you feel cripples you.
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