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Seams in HP models - how to avoid?

[Deleted User]
polycounter lvl 3
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[Deleted User] polycounter lvl 3
First, i'm not a texturing expert.

Now, how would you approach UV unwrapping for shapes like those two below to avoid visible seams?
5zrwwgimniprgjsfg.jpg
d5ck92zpwekxt6zfg.jpg

I got access to dDo/nDo/Photoshop and Zbrush. I see that there is some possibility to hide UV seams with dDo by specifing AO baked on black background, but if I plug inverted AO I get every pass very dark after dDo finish processing data.

I would love to hear about some good (and fast) workflow that works with dDo so I would not have to mess to much with it by hand.

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  • GragGunslinger
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    GragGunslinger polycounter lvl 7
    The things you want to consider are:

    -Breaking your model up in the UV Space by smoothing groups, so everywhere you have a hard edge on your model, you'll break your UV island. This will insure you get a good normal bake.

    -With that being said, keeping your UV islands as large as possible so that there aren't any random splits in the middle to create seams on large flat surfaces.

    - Most objects have seams on them, because of how they're put together weather it be material changes, welding, corners, you just have to find a way to hide your seams in places that would make sense.

    -Can we see where you're getting your seams? it might help to see what exactly the issue you're running into is.

    -dDo is great, but don't let that be the artist, YOU'RE the artist. :D
  • [Deleted User]
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    [Deleted User] polycounter lvl 3
    One idea was to split in in half, I get two islands and seam in the middle.

    Now what I need for this is to get the same texture on each part, mirrored. This will solve seam problem. To solve problem of identical texture on both sides I will generate two textures and just use only part of the second texture to make the look of second island different, but I will edit only middle of the second island texture so the part of the texture where the seam is will stay the same (mirrored).

    But I don't know how to get exactly the same texture on both without placing one UV under other so I could mess separately later with mirrored part of the texture.
    r1v70qna08icxd6fg.jpg

    Other approach was to split it on least visible edges, I get two islands and those most visible edges will get seams.

    Problem is that I have couple similar parts that are visible from every angle so I need nice edges everywhere.
    x61qn0bq8u47e4qfg.jpg
  • [Deleted User]
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    [Deleted User] polycounter lvl 3
    Is there a way to match shape of UV islands if they are from similar parts but after unwrapping they are distorted differently? I could then just duplicate and move texture manually to second island to play with it.
  • Noors
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    Noors greentooth
    Do you really need to texture your hp ?
    You could delete half of the mesh and redo a symmetry so the uv's are perfectly overlayed, but i would fix the seams in a 3d painting software, zbrush or such...
  • [Deleted User]
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    [Deleted User] polycounter lvl 3
    OK, I think I figured out good workflow.

    1. I create two versions of the model with different UV's, just like those I posted upper.
    2. Than I create all textures (xNormal,nDo,dDo) for each UV set, so I get two versions of each texture, with seam in diferent place and different UV's.
    3. I leave the one with seam in middle untouched.
    4. The one with seams on the edge I take into Zbrush, subdivide and bake its texture to polypaint.
    5. Than I copy UV's from the model with seam in the middle to this HP with polypaint, and I bake polypaint back to texture with this UV.

    Thanks to this I got the same UV set with two textures that I can blend with a mask just in place of those edges. The middle seam still can be a little visible but only if you zoom in it to fill the screen and only in Marmoset, when rendered in Modo it looks OK even when zoomed.

    A little hand work but I prefer this way than creating all textures by hand from scratch :)


    Thanks everybody.

    PS. Below is example shot from top and bottom, nice edges on both sides and no middle seam visible.
    xtx6q4wa690b1x5fg.jpg
  • Brygelsmack
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    Brygelsmack polycounter lvl 13
    Noors wrote: »
    Do you really need to texture your hp ?
    You could delete half of the mesh and redo a symmetry so the uv's are perfectly overlayed, but i would fix the seams in a 3d painting software, zbrush or such...
    Does it matter? For something like that the LP shape wouldn't look that different.
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