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Is this good advice? (Square islands for displacement maps)

http://polygonspixelsandpaint.tumblr.com/post/19733351349

This article suggests that the ONLY way to avoid glitches along seams in displacement maps is to flatten the edges of UV islands but the problem is that, unlike in the rock that this fellow uses for their example, that is less than practical advice for something a lot more topologically complex like hands.

So, is this good, or even essential advice?

What I'm seeing is that the problem with a lot of 3d tutorials is that their advice doesn't really scale up to significantly more complex objects.

Replies

  • BARDLER
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    BARDLER polycounter lvl 12
    What kind of pipeline are you working in? And is this for a character, an environment piece, or a prop?
  • Badsearcher
    Oh, in my case I am going from Zbrush to Maya to Mental Ray with displacement maps resolving the first two subdivisions and normal maps defining the rest of the details on my characters.

    But my question isn't really about my workflow but rather wondering about the advice of the poster because they frame their advice as a hard absolute.
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