Christhiana Posted March 16, 2015 Share Posted March 16, 2015 I just wanted to share something I found out today that cost me a lot of extra work... Hopefully I can keep someone from making the same mistake.I made a simple straight walkway in blender with a woodplank texture. To save UV space, I split the walkway in to halves and unwrapped them on top of eachother. To make the texture repeat a little less obvious I mirrored one of the sides on the UVmap. I baked the texture with AO and also a normal and specular map for use with SL material (the original woodplank texture came with normal and specular maps). After upload to SL I discovered the specular reflections worked the opposite way on the two halves of the walkway. In retrospect this is all very logical, I just never thought of it. I had to adjust a lot of walkways and LODs.....the strange thing is that I get the same effect whether I mirror on X or Y axis while the woodplank pattern only runs along the x axis... Link to comment Share on other sites More sharing options...
RipleyVonD Posted March 17, 2015 Share Posted March 17, 2015 I thought this was a bug that was fixed a while back. Its possible to use Normal maps on mirrored UV's but it depends on if a 3d rendering engine supports it or not. Link to comment Share on other sites More sharing options...
Christhiana Posted March 20, 2015 Author Share Posted March 20, 2015 I used the same texture as in my other thread about baking normal mapos only this time it was on a straight walkway instead of a rounded corner. I mirrored one half of the walkway on the UV map on the x and Y axis and overlapped the UV's to save texture space. I understand why it would work the opposite way if i only mirrored on the x axis (the walkway runs along the Y axis) but not mirroring on the x axis, only on the Y also produced the same result. If that's the bug you're reffering to, I guess it's not fixed... Link to comment Share on other sites More sharing options...
RipleyVonD Posted March 21, 2015 Share Posted March 21, 2015 It seems like thats the bug, it can be confusing without seeing this kind of glitch with an image. But basicaly it happens when building one half of a mesh model, copy and mirror it to make the opposite symetrical half and use the same normal map. Link to comment Share on other sites More sharing options...
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