So the story is that I've been working on this character in Zbrush. I decided I would call it done, so I exported the High poly, set it up with the low poly in 3DS Max 2010, and I fixed all of the problems that showed up when rendering the normal map. I loaded it up in Crazybump to see how the low poly looked with the normal map, and I was happy with the result until I noticed some pretty obvious seams going directly along the UV seams.
I've tried expanding the padding and messing with some hard/soft edges, but I can't figure out how to get rid of the seam. I tried googling it, but there's a thousand different problems that create seams so I didn't find an answer there either.
I'm totally new to Polycount and forums in general, so I'm not sure of the best way to attach an image, I'm going to see if this works... It should be an image of the most obvious UV seam, as seen in Crazybump.
Any help would be greatly appreciated.
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I did also try doing a couple renders in max though, hoping that maybe the seams were only in Crazybump, but that unfortunately wasn't the case.
While it didn't solve my problem or answer any questions, the seams have become nearly unnoticeable without getting absurdly close to the UV seams. The only place that's still apparent is around the shoulder, as it was in the picture I took in CryEngine.
So while I am quite pleased to see my model looking more like it should, it bothers me that the same normal map and same OBJ work with 3pointshader but get terrible seams anywhere else. Just thought I'd update in case anyone finds this thread and has any ideas?
I hadn't heard of Handplane before, but I just looked it up and I see how it might be able to help. I'll try to see if it'll help.
Oh, and thanks for the suggestions guys.
To be honest, I've thought about the pixels lining up properly, but I'm still pretty new to baking normal maps and doing UV layouts for characters in general, so I figured it would be extremely difficult if not impossible to get all the sides straight for an organic character like this. If I'm wrong or there's a trick to it, I'd love to hear it though.
I also started looking into the Crytiff plugins for Xnormal, and it seems they exist, but I can't find those anywhere either. They don't seem to be in my CryEngine folders, and Google has once again failed to draw up any useful answers of where to find the files.
And to iconoplast, yeah, I built a cage in 3DS max with the projection modifier.
Object space normal maps are indeed very different. Try putting the low poly and object space map in to handplane and use Max as the target -- it tends to work decently for CryEngine.