Can I
see(<- notice!) the various ways people fix texture seams(or be directed somewhere)? I'm looking for realistic/real-world examples, and want to find the best methods.
Methods I know of, in general:
1. 3D painting[mudbox/modo](clone tool or painting over with a similar image)
2. "double-UV" trick[render-to-texture](works but seems like it will take forever to fix an entire model)
http://www.gamasutra.com/view/feature/1800/completely_eliminate_texture_seams_.php3. placing a
chunk of texture halfway over both seam edges in PS, then masking the chunks out except for where the seams are(seems only to work for organic textures)
http://www.flickr.com/photos/9763207@N04/3345091172/sizes/o/4. Photoshop cloning, saving, checking model over, re-cloning, repeat...(I'm guessing this is the fastest or second fastest method, but seems very tedious as far as I can tell)
I'm not sure how to use PS to do this easily, so that's what I'm missing the most. I'm also not concerned with tiling textures.
Thx!
Replies
Not sure if your #2 means you're using render to texture to remove the seams or not.
Cheers,
Tyler
I just take the "left" edge of the texture, dupe it, flip it, line it up over the right side, and then use free transform (squash/stretch it so it isn't a perfect mirror) and the eraser tool.
But usually I tend to hide my seams as much as possible. On hard-surface stuff you can hide a lot of seams along a steep angle by wearing the angle to a fairly flat color.
I inserted a link to an image showing what I mean.
Are you refering to a method used to fixing tiling textures?...because I'm only concerned with non-tiling textures now. :]
How, exactly? Do you:
-clone
-paint over with an image
-or...?
Yes, render-to-texture[edited post].
So, would you paint out the seams per-layer, or only after you've painted all the details in? Is painting per-layer even possible, without needing to save out every layer as a texture?
I do a lot of things.. the method i choose is on a case by case bases. But whatever gets the job done. there is no right or wrong
Most of my models are hard surface as well.
Could you show examples of this method for the visual learner? :]
Could you share these methods? Examples? :thumbup:
http://boards.polycount.net/showthread.php?t=60553&page=4
that would swap-render from uv channel to uv channel without much loss to things like this. Texture painting might be nice and all but peformance in most of them is piece of shit and sometimes even they cant maneuver well into spots you need to reach (hard to reach corners, giant scale differences,...).
The links are nice inspirations on how to simplify the steps with maxscript. Anyway otion 2 still has its right use imo.
as for the last 2 its always a good choise to straighten shell edges that loop on a axis so that not only fixing it in 2d phtoshop alone by hand is easy but also the texels have the same orientation and by that already avoid seams to begin with.
Easy.
Also remember you can always move UVs around to compensate for texture issues - not just the other way around only.
For the final pass, yeah Bodypaint, or some other 3d painting is the way to go. It's pretty much the only thing I use BP for...I find it a little clunky for full on texture painting.
Pretty soon CS4 will likely be the status quo for seam cleanup though.
Kick ass!
1. Use natrual seam lines from your HP to create your lowpoly uv seams. If there is a material separation in high, trace that line in your low and create your uv seam there.
2. Never put seams right in the middle of some important detail, always try to hide them on the bottoms of things and in the area farthest away from where the player will view the asset most.
3. Never do all sorts of detail in your texture on seam lines, if you follow the above steps this should be pretty easy.
If you can do all of this, you will rarely need to use external apps to "fix" your seams. Really, just don't create seams in the first place! =D
This may be a bit different for character art than hard surface stuff, but most should be at least somewhat applicable.
in alternative is there any other tool that makes me work with the photoshop tools , like lazo , clone stamp tool etc directly on a model?
What would be ideal would be painting in damage to corners directly on the 3d object using masks in photoshop instead of using clone stamp.. can u do this in CS4 or other apps? if so could someone write up a little tut on how to do it?
where normally blue meets yellow should equal green, it goes multicolor like someone's 'ps sharpened' it too much...
meh maybe i need my eyes fixed
part 1
[ame]http://www.youtube.com/watch?v=qBxGoJkjxGw[/ame]
part2
[ame]http://www.youtube.com/watch?v=X4NyvG9ZgWM&feature=related[/ame]
Yes I believe you can paint in dirt/wearing on those edges where your seams are - directly on the 3d model. Load your OBJ model and apply your diffusemap. When youre done painting save out the map (call it "_seamfix" or somethin). This map is then updated with all your added paintwork along the edges. Works for me