Hi guys I have a problem, i have 2 fps arms that uvs overlap each other, so both arm had the same texture so i decided to take a bunch of uvs and detach em and put em some place i had left on the map.(got that?) then i baked the textures so it has no seam at all, and it worked of course. But then when i bake the normal map texture(i put it in the diffuse slot) there is no seam on the texture but when i render there is. I really have problems understanding why uv seams is so hard on normal maps. heres some pics
thx for your help.
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...take a bunch of uvs and detach em and put em some place i had left on the map.(got that?)
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Nope. Can you be more specific?
from those two pics, it looks like part of the arm has normal baked on and part of the arm doesn't. Assuming that is the forearm in the picture.
from your description, it sounds to me like you've unwrapped the arms, overlapped their UV patches, then moved one arm's UV patch to another part of the UV map.
If you want both arms to share the same textures one arm has to be moved exactly 1 unit in the U or V axis. Otherwise it won't get the same texture.
ok those are forearm pads, and both share the same texture because both pads uvs are overlapped to get maximum space. it looks to symmetrical when you look at it, so i took a couple of polygons in the uvs, detached em and moved em somewhere i had place left over.so both pads uvs are still overlapping except for 4 polys that i detached(thats why i baked, so i get no seam). This way i can put some different textures on those 4 polys that are not overlapping to break the symmetry. The images i showed are the same map, one in diffuse slot, one in normal slot where it should be. its only to show theres no seam.
thx again.
have you tried viewing it in a game engine? my guess is it'll probably look ok...
wow, im out of guess now, i tried straightening the uv borders too, i tried removing the padding in rtt, i tried putting 128.128.255 as background for antialiasing. and i gotta say, normal maps pwned me big time.pff i guess im gonna have to keep em all overlapped. if anyone has achieved what im trying to do, could you tell me how you did it plz.
thx for your help btw guys
edit:oh i forgot, heres an insane link http://discussion.autodesk.com/thread.jspa?threadID=547847 form alan noon.
More info here.
http://wiki.cgsociety.org/index.php/Normal_Bump#UV_Coordinates
Does UE3 include a normalmapper? I would think that would be the best way to avoid seams. IIRC the Doom III normalmapper worked well with that game, though you'd still get mirror seams along the midline.
edit: oh and btw thx for that tip ged didnt know that, thx
edit: Now that i think about it, i have the book character modeling by ballistic, and in there one of epic artists shows the workflow used for gears of war, he uses 3dsmax render to text and i dont remember seeing any seams in gears of war. So maybe its just me.
It looks like Jesse is using the ASCII exporter in his tutorial, but I don't think that supports tangent data.
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yea he uses .ase files. so i guess i should wait for the sdk then, and its not the smoothing groups. thx guys, ill check what i can do and if i find a way ill let you know.
Alex
If the specular map is just a flat colour then there can be noticable seams on objects in certain lighting conditions - try breaking up the spec map with some noise as a test to see if this fixes the problem inside Roboblitz.