Hello everyone,
I have been lurking for a while now. I have wanted to learn proper gaming pipeline for quite some time. And since Ddo now has the open beta, I have no excuse not to.
I hope you all can give me some feedback on my topology, and technique. I finished sculpting about two weeks ago. Have since decimated and started re-topology. I have stopped several times to UV and test normal maps. I have encountered several problems, and found solutions. But now need a little assistance, so figured it is a good time to start a thread.
I am getting some "faceting" on flat areas. I added an edge to sort of bevel the offending area, but still get faceting. I am not sure if is something I should worry about or not. I think textures could mask the problem. But would like to know if there is an easy solution.
So Here is my model so far:
Here is the decimated model:
And here is the faceting I am getting:
Thanks for any feedback and assistance with my problem.
Christopher
Replies
Not all OBJs are created equal, depending on the program that is doing the exporting there can be different results when imported into engines like Marmoset.
For example, OBJs from zbrush return different UV seams compared to OBJs exported from 3ds max, even if it is the very same file with no modification (just the exporting process changes them).
I noticed that a helm I was working on had similar seams to your picture when it came out of the OBJ from Zbrush, but they were perfect when they came out of 3ds max. This had nothing to do with smoothing groups or export settings. What I believe it had to do with, when I opened up the files in notepad, is that zbrush delivers very high precision per coordinate, 6 or 7 figures after the decimal, while IIRC 3ds max only has 4 in its final setting.
If I had to guess it's the old Chem lab lesson of precision =/= accurate. I think 3ds max seeks to be extremely accurate in its export when checking seams on the UV vs. where they are on the mesh. Zbrush, not so much, but I don't blame it for that, it's brilliant at many things.
If you have access to another 3d modelling program, especially max, try importing the mesh OBJ and exporting it again without any modification and see if that changes the visible seam you are trying to get rid of.
I would post pictures of the example but my PSU is currently down.
I ran into the problem and none of the conventional knowledge out there specifically addressed my issue, When I opened up the two "identical" OBJ files from the two programs and saw just how different the coordinates were, I just figured it was an accuracy vs. precision issue. I didn't follow it further as I solved my issue.
I hope this helps.
My work order was
Dynamesh sculpt in Zbrush > retopo in Zbrush > Projectrion/subdivision Zbrush > UV unwrap Zbrush> Export Low_poly_Z.OBJ > Import Low_poly_Z.OBJ to Max > (don't touch anything!) Export Low_poly_Max.OBJ >
Dynamesh sculpt in Zbrush > Decimation Master High Poly > Export HP for Xnormal
Xnormal bake Zbrush_Decimated.OBJ vs. Low_Poly_Max.OBJ for maps.
Low_poly_Max.OBJ is not identical to Low_Poly_Z.OBJ
If you bring both into Marmoset next to each other, at least in my case, the subtle seam between the UVs via the normal bake was visible on the Z file but not on the max file, the max file was seamless. In my case, no matter what order I baked things, from what file sources, I simply could not get rid of the Z brush seam, the max files never displayed the seam, (this is not talking about diffuse texture seam, this is the normal seam.)
I hope this helps, but I am unsure if it's your specific issue.
I registered this account just to reply to your issue.
I did have problems with the normal map along the UV seams earlier in this project. I would UV in Headus UVLayout, then go directly into Marmoset. It took me a bit to figure out that if I brought the obj back into XSI from UVLayout, then export to Marmoset, the seam issue was fixed. (smoothing groups I assumed)
But as you can see. This is not really a seam issue. More of a faceting along sharp edge type of issue. The faceting is happening a few edge loops off of the UV seam.
The gun looks a little smooshed to me. I think it's a result of having that one piece butt against the magazine like that. Maybe adding another few inches in there would help? I'm sure someone else with more hard surface experience/design could add.
Very very small but from a design standpoint, the camo between the elbow and shoulder doesn't have enough variation. It's too much of 1 single color. When viewing these images small it didn't instantly read as camo. Small change but I think it would help.
loving the hands! they feel very meaty!
I agree with komaokc, pim the colors and she will be perfect :thumbup:
Maybe you make a little scene with her and a alien monster, this would be cool ^^