Hello, i finished modeling my very low-poly character this is my first textured character(didn't texture shoes yet). Now i need to hide the seams and i try to do it by following this tutorial
http://www.gamasutra.com/view/feature/1800/completely_eliminate_texture_seams_.php?page=1 .but this is confusing even my teacher got confused when it comes to this tutorial so he was not able to help me either. If someone could PLEASE! help me out here. I guess i just need someone to explain this tutorial to me little better or point me in a different way i can hide the seams. Thx for the time.
Replies
Are you familiar with the concept behind texture projection? What the tutorial is demonstrating is a method where you unwrap on channel 1, paint your texture (as you have done), and wind up with seams.
Then you take the problem areas, unwrap them to UV channel 2, and render out the diffuse map from channel 1 (with the seam) to channel 2 (putting the seam in the middle of a new UV island where it can be painted out). Then you paint out the seam on the new, temporary unwrap, and then re-project the channel 2 (with fixes) back to channel 1.
This propagates your fixes from channel 2 to the channel 1 unwrap.
If you go to Tools > Channel Info you can copy and paste your uvs from UV channel 1 to 2 if you want a starting point to laying out UVs.
have you checked what channel it was using in mapping coords? I was having that trouble a few weeks ago when baking lighting and I realized my model had mysteriously gained a 3rd UV channel that was empty and RTT was using that channel.
http://boards.polycount.net/showthread.php?t=58411
I wrote this up a while ago, it might be of some help to ya? It covers baking from one layout to another and it was based on the above tutorial. The only thing that you'd need to do that isn't mentioned is:
Create a new material change its UV channel to 2, apply your new fixed seam texture and then re-bake to the first UV layout.
http://boards.polycount.net/showthread.php?t=60972
ALSO check out this thread, your render settings are VERY important so you don't make a blurry mess out of your textures.
You can also use 3d painting software like deeppaint and bodypaint.
Vassago: It typically goes black when you have concurrent UV's. So if you're using it on a character with mirrored UV's, you need to split the mesh so there are no concurrent UV's when doing this.