|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Amateur Artist
![]() 195
- 58
|
Normal Seams in Unreal
My mirrored seams are showing up ugly with a hard edge in unreal. In Xoliul's Shader they are smooth. How do I fix this problem? Textures were imported with TC_Normal of course sRGB unticked..
This is a picture of the worst seam on the model: ![]() It's lit with 2 point lights.
__________________
LOOKING FOR WORK My Portfolio: www.DanielManion.net Email: DanielManion@hotmail.com |
|
|
|
| The Following 5 Users Say Thank You to NautalusX For This Useful Post: |
|
|
#2 (permalink) |
|
Frequenter
![]() 142
- 66
|
the uv chunks have seperated smoothing groups assigned, i assume?
well perhaps dont put the seam in the middle of the handle. put them like in this overpaint. and then set the smoothinggroups to match the uv islands. bend uvs tend to produce seams, even when they have corresponding smoothinggroups assigned. and currently your 2 handle uv shells are heavily bend |
|
|
|
| The Following 4 Users Say Thank You to aphexx For This Useful Post: |
|
|
#3 (permalink) |
|
Amateur Artist
![]() 195
- 58
|
Yeah, but all mirrored uv shell edges have this crease, even if it is slightly noticible. I'll try some more things.
__________________
LOOKING FOR WORK My Portfolio: www.DanielManion.net Email: DanielManion@hotmail.com |
|
|
|
| The Following 6 Users Say Thank You to NautalusX For This Useful Post: |
|
|
#7 (permalink) | ||
|
Amateur Artist
![]() 195
- 58
|
Quote:
Quote:
I tried seperating the low into 2 parts, and shifting uvs over one, and seperate smoothing groups along crease.. all fail. Are you trying to say there's no way to fix it, and the only option is to move the creases to more favorable locations?
__________________
LOOKING FOR WORK My Portfolio: www.DanielManion.net Email: DanielManion@hotmail.com Last edited by NautalusX; 19-03-2010 at 06:30 PM. |
||
|
|
|
| The Following 6 Users Say Thank You to NautalusX For This Useful Post: |
|
|
#8 (permalink) |
|
Senior Member
|
I use Maya and if I was baking your gun where you have a UV boarder edge I would make them hard edges. I'm not too familiar with Max but on those boarder edges you need to give them another smoothing group that give hard faceted edge. Re-bake and see if that fixes it.
Depending on how you light your gun, if you are using lightmaps as oppose to it being vertex lit you need a 2nd UV map with no overlapping UV's because you are mirroring it and you can't have overlapping UV's for lightmaps. I find that increasing the lightmap resolution can eliminates these sort of seams IF this is the cause. More info here: Hourences' Community Site - Books - Tutorials - Jobs - Textures UDN - Three - LightMapUnwrapping Have you tried painting it out? Some info here: tutorial: fixing mirrored normal map seams - polycount Also which way is your mirrored UV's facing? In Unreal they have to go horizontal and not vertical. Some info here: Texture Seam Problem - Epic Games Forums As you can tell there are multiple possible causes of this issue, it's tricky to know which one it is. How does it look in the mesh preview window? |
|
|
|
| The Following 3 Users Say Thank You to Ex-Ray For This Useful Post: |
|
|
#9 (permalink) | |
|
Industry Artist
|
Quote:
So you'd have to make those edges hard on your model, then re-bake the normal map so that the normal map has been baked with hard edges expected and will therefore look correct. |
|
|
|
|
| The Following 7 Users Say Thank You to Talon For This Useful Post: |
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |