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Old 12-05-2009, 07:40 AM   #21 (permalink)
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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.

Last edited by Tiros; 12-05-2009 at 07:43 AM.
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Old 12-05-2009, 08:27 AM   #22 (permalink)
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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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Old 13-05-2009, 03:10 AM   #23 (permalink)
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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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Old 13-05-2009, 06:51 AM   #24 (permalink)
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Have you checked the normals on your low res mesh. Perhaps as your mirrored the other half the normals were flipped?
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Old 13-05-2009, 08:00 AM   #25 (permalink)
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Here's how to fix pull UVs.

4 picture iz legs_connect. not necessarily.
but fewer seams. more free space.
Attached Images
File Type: jpg 001.jpg (943.9 KB, 244 views)
File Type: jpg 002.jpg (959.9 KB, 148 views)
File Type: jpg 003.jpg (948.2 KB, 136 views)
File Type: jpg legs_connect.jpg (838.8 KB, 137 views)

Last edited by Nitka; 13-05-2009 at 12:57 PM. Reason: merged
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Old 13-05-2009, 10:26 AM   #26 (permalink)
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Quote:
Originally Posted by Nitka View Post
Here's how to fix pull UVs.

4 picture iz legs_connect. not necessarily.
but fewer seams. more free space.
This is fuckin' awesome as a pelting walkthrough.
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Old 16-05-2009, 03:23 AM   #27 (permalink)
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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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Old 16-05-2009, 03:41 AM   #28 (permalink)
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Quote:
Originally Posted by KING-TAHARKA View Post
That pelting walkthrough is awesome, should be added the to tutorial thread.
absolutely right. Added.

Would you mind showing us the final texture/model? i'm quite curious how it turned out tbh ^^

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Old 16-05-2009, 03:04 PM   #29 (permalink)
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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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Old 16-05-2009, 03:54 PM   #30 (permalink)
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Can I get a copy of the lowpoly model as well?? ... with the normal map?? Just want to check out the problem.
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