i'm getting oh so close to finally getting some of this stuff straight thanks to lots of help from the peeps here. i am wondering if someone has advice on painting out normal map seams. a couple of my characters aren't really concepted to "hide" seams ie: no straps around the shoulder area and such. and i've done some tests and the seams aren't horrible but they are there. so any advice will help.
mucho gracias!!!
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I don't know if it actually *entirely* fixes seams, I think it's more like the "padding" option in Max's render to texture - basically it just blends the pixels over the border of the UV segments on your flat texture, so that mip-mapping won't make the seams show up.
It might do more than that though, I haven't used it all that extensively.
2) Re UV the polygons that you've cloned onto a map thats larger than the original.
3) apply a push mod of 0.1 to the cloned faces.
4) render to texture (diffuse) and throw that in photoshop.
5) you'll see your seam in the rendered texture just paint it out with a clone brush.
6) load that texture up onto the cloned faces.
7) select the original model and render to texture picking the new strip.
8) that will dump out a seam fix layer so you can just plop that down on top of your work in photoshop!
I use this technique at work. Given we have a script that does all of the technical crap for you but thats the technique before we had the script. It creates nearly invisible seams. I havn't used it for normal maps, but if you know how normal maps work you can keep to the constraints of the x and y normal map detail. and probobly pull of the same thing that you could with a diffuse texture.