I have a symmetrical human gib model with a non-symmetrical texture/material with custom UVW. In 3DS Max, when I assign a smoothing group to the mesh, it creates this artifact in the middle of the model all around (Using this as an example since have this model currently open). It also causes non-smooth transition between different materials on a same model.
Is there a way how to get around this? I pinpointed it to materials having an effect on this since without assigned material, the model is absolutely fine.
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Is there a way how to get around this without editing the UV map?
People traditionally hide seams to minimise the effect. Or you could use Viewport Canvas or any other 3D texturing tool to clone/paint the seam away. Or you can stitch the UV seam back together if this doesn't result in noticeable distortion.
For example, this part of a model uses the same exact texture file but uses Multi/Sub-Object material. The bottom and top part uses different material IDs (which I require to have)
Now if the model uses only one material ID, it's smooth.
This is what the issue is.
Same material in both ID's?
Does it also occur with diffuse shading only?
Realistic vs. Shaded viewport mode?
What version of Max?
Which preview mode... Show Shaded/Realistic Material in Viewport flyout?
Yes it does, it also happens when exported from 3DS Max into a game engine (Source/Whatever Skyrim runs on) so it's not just a viewport issue.
3DS Max 2012 with SP2 and fully patched
Basically on models I did not made I used to get around this issue partially by selecting all vertexes, breaking them and then welding them together with the force of 0.01 which basically recalculated the smoothing groups but it doesn't work sometimes.
Try as I might, I couldn't reproduce this. Is the mesh ripped from a game? Is it your own, or what format did you import it as?
Could you upload it so we can take a look?
https://my.mixtape.moe/jatvxu.fbx
I didn't modify this one and is exported straight from WMV 0.8.5
Basically there a 1500 or so isolated(floating/unattached) vertices and wherever you are seeing those seams is because all the verts are unwelded/split along those edges.
To fix it you can add an Edit Poly/Mesh modifier below the Skin mod(or turn off 'always deform' in skin and do it at base level) and use the 'remove isolated verts' to clean out the dead verts. Then CTRL+A to select all verts and weld with a very small threshold. This will effectively weld the verts and unify the normals.
Here is what I do to avoid that:
TLDR: Make a copy, make your edits, transfer the skin weights