Update #1: Specular problem is solved, I'd missed that you have to set the specular color from default black to something brighter, then the specular appears.
The normal maps in Cryengine 3 seems to need the Y/green channel to be inverted. I've tried this but it only changes the problem, it doesn't fix it. Also it seems that the problematic areas are only happening in places where I've used hard edges/split edges in UV editor in Maya. The other edges which benefit from the normal map works fine
@Brygelsmack Thanks for the reply! I'm not able to use the CryTiff plugin at all I'm afraid since I use 64bit. I will try installing a 32bit version and update. The specular I actually got working by just upping the specular color in the material editor. It's set to black by default and when you make it lighter, the specular appears.
@Cambrand: Yeah, figured about that specular, it's a common mistake. Your normal map issues might be because of not using CryTiff... Which file format are you using for your texture and in which material slot do you put it?
@Brygelsmack I've done alot of trial and error today and it seems that alot of the problems I have will be resolved; The reason my normal map looked ugly on the hood was that it was generated through Maya, where it was set to Y+ but when I painted (by hand) the occlusion map for bolts, rims and tyres and then generated the normal map with xNormal in PS, the Y seems to be set to minus. I tried flipping Y on the hood and voila it works.
@Brygelsmack It's either this problem, or the fact that I discovered that I accidentally have used Levels/Curves on the normal map, making the hue for the 0 value color of the normal map shift, making the normal map break around edges where the UV has been split. I'm still testing which of these 2 things that were actually behind it, but it seems it will be fine. On a related question, should I put the smaller details of the normal map, like surface grain and dirt, in the Detailed Bump Map slot?
@Cambrand: Good question, I'm not really sure. You could try, I think it should work. Ask the same question in the CryDev thread if you haven't already.
Update #1: Specular problem is solved, I'd missed that you have to set the specular color from default black to something brighter, then the specular appears.
The normal maps in Cryengine 3 seems to need the Y/green channel to be inverted. I've tried this but it only changes the problem, it doesn't fix it. Also it seems that the problematic areas are only happening in places where I've used hard edges/split edges in UV editor in Maya. The other edges which benefit from the normal map works fine
Cambrand 4 months ago
You're not using the CryTiff plugin at all? As for the specular, did you make sure the specular color isn't set to default values?
Brygelsmack 4 months ago
@Brygelsmack Thanks for the reply! I'm not able to use the CryTiff plugin at all I'm afraid since I use 64bit. I will try installing a 32bit version and update. The specular I actually got working by just upping the specular color in the material editor. It's set to black by default and when you make it lighter, the specular appears.
Cambrand 4 months ago
@Cambrand: Yeah, figured about that specular, it's a common mistake. Your normal map issues might be because of not using CryTiff... Which file format are you using for your texture and in which material slot do you put it?
Brygelsmack 4 months ago
@Brygelsmack I've done alot of trial and error today and it seems that alot of the problems I have will be resolved; The reason my normal map looked ugly on the hood was that it was generated through Maya, where it was set to Y+ but when I painted (by hand) the occlusion map for bolts, rims and tyres and then generated the normal map with xNormal in PS, the Y seems to be set to minus. I tried flipping Y on the hood and voila it works.
Cambrand 4 months ago
@Brygelsmack It's either this problem, or the fact that I discovered that I accidentally have used Levels/Curves on the normal map, making the hue for the 0 value color of the normal map shift, making the normal map break around edges where the UV has been split. I'm still testing which of these 2 things that were actually behind it, but it seems it will be fine. On a related question, should I put the smaller details of the normal map, like surface grain and dirt, in the Detailed Bump Map slot?
Cambrand 4 months ago
@Cambrand: Good question, I'm not really sure. You could try, I think it should work. Ask the same question in the CryDev thread if you haven't already.
Brygelsmack 4 months ago