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Old 07-13-2008, 12:10 AM   #31 (permalink)
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Harry's User Activity: 3/10
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ok ive tried just about i can to remove the crease in the face - remapping it on a different channel and baking it out again, then blending that part and reapplying it, doing it manually by painting.. And ive made sure its not in the diffuse, it just doesn't want to go. Im starting to get the idea that its an error in how max renders normal maps. Does anyone have any ideas?
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Old 07-13-2008, 01:00 AM   #32 (permalink)
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ahahahahahahahahahahah
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Old 07-13-2008, 03:01 AM   #33 (permalink)
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i just realized you havent posted a layout of your UVs, cant comment on why that crease is showing up until i see that, did you try painting over that entire section in the 127 flat normal color and see if it still shows up? also max can be stupid about updating maps sometimes, make sure its updating all your maps on the texture when you edit them by reloading and all that good stuff. post your uv's and normal and diffuse map and mebbe someone will notice whats goin on, other than that its lookin good.
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Old 07-13-2008, 03:08 AM   #34 (permalink)
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this is the probelm area
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Old 07-13-2008, 11:54 AM   #35 (permalink)
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can you throw the UV's on top, you also might just want to throw an edge bleed on the normal map bake. what sculpting program are you using?
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Old 07-13-2008, 08:43 PM   #36 (permalink)
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1. wut?
2. it has a 4px bleed
3. mudbox but baking in max.
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Old 07-13-2008, 09:03 PM   #37 (permalink)
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This looks pretty good so far, I like the ornate detail you've added in.

I think you can put in more color into this dude and it might help bring him out more. Here's a quick paintover, I only did the body, add more orange to the base and some more reds to the shadow areas, with more yellow to the highlights. I think right now the bug is too similar to the gun's wood in color. The reference pic you posted earlier in this thread the real thing is has much more color to it, I'm not sure if going that extreme would look good with your character though, but a little couldn't hurt.

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Old 07-13-2008, 09:08 PM   #38 (permalink)
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can you put the UVs as a multiply over your normal so we know where all the edges are. if it has a bleed of 4, it doesn't look like its working cuz that one edge where the seam is occurring is quite distinct, or atleast i assume that's where the seam is. try exporting both the low and high poly obj from mudbox, then open up the low poly obj in a new scene in mudbox and bake it using the high poly obj in the baker settings and the 4 bleed.

Last edited by ahopps01; 07-13-2008 at 09:10 PM.
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Old 07-13-2008, 10:09 PM   #39 (permalink)
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Ive tried that, and i'm sure its not a bleed issue 'cause i've manually painted over the trouble areas with the exact same colour and it still bitches.
btw
http://www.harrysite.net/folio/bug.htm
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Old 07-13-2008, 10:23 PM   #40 (permalink)
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Ok, i fixed it. I whored 128,128,255 around the problem area, i think that was my only real option to avoid the seam.
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