Hey guys,
Had a unwrapped re-top sent to me from an outsourced artist who's done a poor job of hiding UV seams.
The model has one quite obvious UV seam running down the back; any idea why this shows up? The tangent space is synced, the Bake model and final model all have one single smoothing group and the texture is baked at 8k.
Any help is much appreciated!
Replies
@Sage @NoRank I've tested it in Marmoset, UE4 and Iray and they all have the seam.
@musashidan I've tried baking the textures in both Xnormal and substance painter and it's present in both results.
Averaged cage in Xnormal and no cage in Substance Painter.
If you upload the high/low I'll bake it for you and at no charge.
whoever you paid for the retoo/uv 'work' just did a sloppy lazy 10min auto-job.
Believe you, eh? Thanks, I have clicked the Zremesher button quite a few times over the years.
yes, there are lazy jobs. So many new artists I see on these forums always complaining about doing manual work. It's part of the discipline. But those artists usually only get so far in their 3d journey. This is not an industry for those afraid of a little 'manual labour'.
if you're interested in the basics of retopology and unwrapping, the wiki is a good place to start. What they would look like is a lot less triangles and a lot more texel res.
My assumption is that all the UV islands are orientated at an angle which is causing the issue? I don't think it's texel density as it's apparent on an 8k and even 16k texture.
Looking forward to finding out what's causing it!
@musashidan I've sent you a PM with the files.
Looking forward to seeing it done properly
Having said that, a quick look at your retop mesh shows your UVS are flipped/inverted. This is why that seam shows up, I'm betting.
Another piece of advice: don't work with the artist that did this shoddy and lazy(I should probably exchange the term lazy with amateur) work. It's pretty terrible and very unprofessional.
I'll look into the flipped UV's and will do a test bake just to make sure.. Thanks again!