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Hiding Seams. Help please.

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.

sho1.jpg

sho2.jpg

Replies

  • Ghostscape
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    Ghostscape polycounter lvl 13
    You can hide the seams by painting them out. This is just a simple way to paint them out.

    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.
  • EmAr
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    EmAr polycounter lvl 18
    That tutorial is a nice one. If you don't have enough time to learn that method, you can use a 3d painting program like Bodypaint.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    get familiar with the render to texture dialogue it's pretty useful.

    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.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    A lot of the time when I try that I end up with black texture output from RTT. Hah! Good thing I haven't had to do that at work.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Vassago wrote: »
    A lot of the time when I try that I end up with black texture output from RTT. Hah! Good thing I haven't had to do that at work.

    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.
  • Mark Dygert
    Yea that's a good method, but I'm not sure the tutorial was written in the best way possible. It's also a few years old and some things might have changed.

    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.
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 15
    Nice tuts all around.
    You can also use 3d painting software like deeppaint and bodypaint.
  • PeterK
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    PeterK greentooth
    Seriously? My tutorial confused your teacher? Seriously?


    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.
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