Hello PC, I guess this is another one of those seam question posts. I've been working on this amphora shaped phylactry:
Things I've tried:
- Green channel flip, improved a lot, not the seam though.
- Try baking with seam edges hardened, no difference on either version.
- Made sure explicit normals are turned on.
I'm starting to wonder if this is something one can fix even.. I'd be happy with a subtle normal seam as long as the shadow wasnt as extreme on one side of the seam.
Can this be fixed or should I do as my friend said and try to cover the seam with something else?
Replies
I can only make guesses with this much information about it.
It could be that you unwrapped it symmetrically and the UV islands are oriented incorrectly.
It could be as .Wiki is saying about import settings.
Big difference so far is that I tried out Handplane, love the tool! But It does leave me wondering what I did wrong in my workflow.. The seams on that model does come of as more tolerable, lest you think it could be optimized more?
This was the difference in the normalmaps from the first version to the latter. Anything you can spot there?
And the basic material I'm running, nothing too fancy. (Glow will be put in an alpha or something at a latter point)
.Wiki
Aye, the compression setting is TC_Normalmap
Butthair
Provided the bits, if they tell a better story than I do.
LazyGames
Aye, the whole model had smooth normals in Maya.
Obscura
I've tried both a master material and the simpler variety, still seems to act like that.
My new question here is, is there something I missed doing that artists usually would do before Handplane was made? And are the seams on the second version what one should expect getting?
"And are the seams on the second version what one should expect getting?"
No, you should get gradients instead, but it wouldn't really be noticeable on this model, because of the shape and because it has enough geo. How the model looks in UDK without the normalmap applied? sRGB is checked in in the normalmap's texture settings?