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#21 (permalink) |
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Freelancer
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Hmm, I don't think it's an inverted channel really, in that case I don't think the seam would be there. Unless only half of the rhino is inverted that is.
I think the problem is a lot more simple than that really.. Everytime you put a seam in your UV's, it's gonna get one of them edges in the normalmap. It can't follow through and create a smooth transitions between seams, atleast not in ZBrush. And I don't quite know why tbh, but I had the same problem while working on the assets for buggers, the bomb, trunks and stuff. The only way I could possibly fix it would be flattening the edge normals completely, so that no detail is there in the normals = no normalmap seam. However, that'd completely ruin the thing, so rather I just placed the seams where they couldn't be easily seen. Btw... the bomb was baked in max, and that one worked I think. So as Talon said, it'd be a good idea to bake in Xnormal or max.
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 12-05-2009 at 07:43 AM. |
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#22 (permalink) |
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Senior Member
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Okay, I checked it out and it has to be a zbrush baking error, flipping channels and so doesn't wok and the problem seems local only to areas around seams. The character artist here at work says he also has this sometimes, so he just always bakes with XNormal. Try that
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| The Following User Says Thank You to Xoliul For This Useful Post: |
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#23 (permalink) |
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Senior Member
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Thanks guys for all the feedback,
Technically I don’t know but, It’s like there is a data error in the model it self effects all normal map generating applications. ![]() This is crazy… ![]() I did a quick Xnormal bake and faced the same issue. The normal map didn’t turn out as good as the one from zbrush but you can see the seams. I also tried changing the layout but did not work. ![]() I spent the whole night trying. I finally went for the hide the seams solutions, Using Nitka and Tiros ideas just to move on until I find a solution for the problem. I’m thinking we should put this model in the next STC to give them a hell of a challenge… he he. ![]() ![]() ![]()
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Narrow minded people generalizes characteristic intends...?
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#27 (permalink) |
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Senior Member
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Thank for the great replays guys,
Special thanks to Nitka, That pelting walkthrough is awesome, should be added the to tutorial thread. ![]() So I took the last three days going through the model. ![]() I think it was a uv problem after all mixed with a zbrush error. ![]() First I tried to project the high poly on the low with the new uv layout sent by Nitka, I used xnormal then zbrush then max but the problem remained. Then I re sculpted the same low poly using zbrush and I generated the normal map and it was all fixed…. no seams. To make sure I used all kinds of shaders, I even used crytek engine2 and it was ok. But really felt comfortable with Xoliul’s. ![]() Finally... Ahhh. ![]() Cheers to all for the magnificent support. ![]() I can move on with my project. I hope to post it soon. Thanks again.
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Narrow minded people generalizes characteristic intends...?
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#29 (permalink) |
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New Member
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- 12
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Great tutorial Nitka... So all those unwrapping is a process of using just the pelt and relax tools
![]() Off to find more Pelt mapping tutorials!!! ![]() Just an off topic question... I am making a change of program from Max to Maya.. I don't think there's a pelt mapping tool in Maya, is there? |
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