Remesh causes red results & twisted Normal map
AnsweredHello,
I'm trying to poly reduce a 300k model of an apartment building.
For a quick preview I tried to use low values for a possible LOD3
Remesh Mode: reconsturct
FFCT Low
Resolution lowest
autom. Occlusion geo: Enable
The rest is Default
For some reason the result of the remesh is red. Is that a special mode thats active, or is there something wrong with a map? Where can I adjust the color value of the diffuse / color map. So far the maps comes out black & white in unity.
Also in unity I am often getting inverted black spots and faces in the normal map.
Can you suggest parameters for a reduction and cleanup of a blocky object like a building with balcony, windows, bars etc.. or uv modes or texture baking settings that can reduce / prevent these normal issues?
Thanks
Eduard
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Official comment
Hello Eduard,
It is hard to determine the issue without seeing the model itself.
Would it be possible to send us a file that recreates the issue so that we can take a closer look at it and get back to you with a solution?
Simply upload the file via your InstaLOD Cloud account and we will be able to access it from our end.
Thanks,
CalvinComment actions -
I found out that the building has inner and outer side walls which are very close together. reducing the Ray length seems to fix the normal issue but im not sure if this is also disabling the normal map effect too much.
I am still searching for a way to adjust the color of the color map. input texture is beige, out becomes gray / black&white. How can I fix this?
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Hello Calvin,
I wasn't able to upload data, but I could backtrack the issue with the red mesh result. Some meshes had materials with a .png that only had a red channel. (in nuke it was easily visible, in photoshop it was only shown as a gray channel). Copying the missing channels into the .png fixed the issue. Before it was baking a color map of which the result looked red in instaLod, but underneath it was just black & white.
For the reduction presets I found good results by firstly optimizing for a 50% poly reduction for the first LOD1, then use remesh for LOD2 and LOD3. For the later two I used remesh: Reconstructed by FFCT Lowest and played with the Resolution between normal and low.For the normal map issue I found out that the Thickness Setting "Ray Length in %" in the texture output caused the issue. Especially with walls close to each other. Reducing it also reduced the black spots.
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