It would help to see your UV layout, but it looks like an issue of some UV pieces being scaled smaller then the others, or flipped/mirrored? Around the neck it looks like there is insufficient padding and the edge is bleeding with the background.
If i see it without any map it look uniform, if i put diffuse color total pink without normal map, it look uniform, when i put normal map it is break, in diffuse i have fix some dark brown line a the border but normal map are discontinued to, if i don't resolve it i think must re unwrap all model
You need to use the right kind of shader to avoid seeing seams, one that uses the tangent/bitangent data stored in the mesh. Load any of these .FX files using the DirectX Shader material:
I display it in bump -> normal map, and load normal map generated by z-brush before export normal map i flip it, i have see now this problem are the same in zbrush before exporting, i remapped it today and re try if it work fine.
I use standard direct x shader for use it in 3dsmx becouse i don't know other way, the last image for the contest must is render or only realtime grab? i ask it becouse i had read are allowed Real Time shader like HL2, UT3 e Crysis, can you explaine me?
In this way fo rthe contest is correct make grab form the viewport or must make scanline render?
If must make viewport grab im now ok else i must resolve, for see in the sam mode viewport and definitive render, sorry for nob request but it is my first war, i don't have experience in this contest :P
Replies
I attach the reduced dimension of normal map, i think you are right but it are unwrapped in this dimension, i don't have change any scale
normal map:
Thank's a lot for help
is your model fully smoothed and have you set "reset xForm" and..
Thank's for your reply
If i see it without any map it look uniform, if i put diffuse color total pink without normal map, it look uniform, when i put normal map it is break, in diffuse i have fix some dark brown line a the border but normal map are discontinued to, if i don't resolve it i think must re unwrap all model
Thank's
Disc
Please
:P
Hi
I have fixed the link, now work fine
Thank's
Disc
what map do you use to display the normalmap in max?
J.I.Styles' skin shader.
http://www.jistyles.com/main.php?id=doc&page=hlsl
Ben Cloward's shaders.
http://www.bencloward.com/resources_shaders.shtml
Make sure to setup the lights in the shader, and often you need to specify a diffuse bitmap (you can't leave that slot blank).
I display it in bump -> normal map, and load normal map generated by z-brush before export normal map i flip it, i have see now this problem are the same in zbrush before exporting, i remapped it today and re try if it work fine.
I use standard direct x shader for use it in 3dsmx becouse i don't know other way, the last image for the contest must is render or only realtime grab? i ask it becouse i had read are allowed Real Time shader like HL2, UT3 e Crysis, can you explaine me?
Thank's a lot
Disc
- Standard material, bitmap loaded in the Bump channel via Normal Bump, using the checkbox DX Display of Standard Material.
- Standard material, Enable Plugin Material = Metal Bump9.
If you want to fix the seams, you should use a third-party shader instead. I don't know what the contest requires though.Thank you so much for your help, i try the link but it is broken http://www.jistyles.com/main.php?id=doc&page=hlsl
Do you have other link o can you send it by email ?
I try now other shader in the second link
I inform you for any news
Bye
Disc
Now all perfect, but when i make render appear this error message
MSG 0.0 error: Material "19 - Default ( DirectX Shader )" not supported by the translator. Will render black.
Any tips
What do you mean "when I make render"? The DirectX Shader material is for the viewport only, not for the scanline renderer (nor VRay nor mental ray).
In this way fo rthe contest is correct make grab form the viewport or must make scanline render?
If must make viewport grab im now ok else i must resolve, for see in the sam mode viewport and definitive render, sorry for nob request but it is my first war, i don't have experience in this contest :P
Thank's a lot for your great help
Bye
Disc
In this way you confirm are sufficient viewport screen grab for the definitive presentation in the Dominace War III contest?
Can i edit it in photoshop, or only realtime view?
Thank's
Disc
http://www.gameartisans.org/contests/events/3/rules/index.php
But... you could take a screenshot from one of the listed games. Xnormal is also a good way to go, I know it handles seams properly.