Normal Maps with Mirrored UVs Support?
by Raxx · in Torque Game Engine Advanced · 07/20/2005 (7:28 am) · 11 replies
Mirroring UVs is a common technique to save texture space with in-game models. Doing so conflicts with Normal maps, however, unless the engine specifically deals with it.
So the question is, will TSE support it?
So the question is, will TSE support it?
About the author
#2
07/22/2005 (6:14 am)
Alright, thanks! It's very good to hear it'll be supported at some time during its development.
#3
08/18/2005 (10:53 pm)
Ya, that would be very helpful...A little disappointing to find out it doesn't support that...yet.
#4
08/19/2005 (5:03 pm)
Given that I always work with 100% symetrical characters I can definitely see your point :M
#5
09/07/2005 (11:13 pm)
I have a complex 3500 poly model with mirrored UVs for everything including normal maps and it works perfect in TSE... The normals look perfect as does the diffuse texture. So, I guess my question is: ...it is supported now? If its not, what kind of problems should occur?
#6
09/08/2005 (5:31 am)
Are you sure it looks perfect and isn't inverted on the mirrored side?
#7
09/08/2005 (12:06 pm)
It's not supported yet. If the model doubled up on the verts that are shared between mirrored halves then it would probably avoid normal mapping problems.
#8
09/08/2005 (12:08 pm)
Positive....I can't post a pic at the moment, but you will most likely see one on a Dev snapshot in the coming weeks... Aside from that though, yes it displays each side exactly the same. But I am still curious as to what kind of errors "should" be occuring...Are inverted normals one of them?
#9
09/08/2005 (12:11 pm)
@Blake: From those screenshots of your mesh, it looks like the back side of the arms are, actualy, a tad messed up. Tho that could be bad lighting, but, IIRC, TSE should have per-pixel lighting. :/
#10
09/08/2005 (12:42 pm)
Josh, they are exactly how they show up in Max. I think what you may be seeing is a slight jut-out of a poly where the light is hitting it (on the shoulder pad) But even if it was messing up, it wouldn't be limited to the back of the arms.
#11
09/27/2005 (3:29 pm)
Ok, the proof that the mirrored UVed normals are working here: www.garagegames.com/mg/snapshot/view.php?qid=1059 :P
Torque Owner Brian Ramage
Black Jacket Games