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UV seam help!

polycounter lvl 10
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af3d polycounter lvl 10
Hey all, so I've been baking out normal maps using xNormals, which is praised for its accurate baking ability, yet even after I use the ray distance calculator and plug in the numbers, I get really harsh seams on my maps. I realize its almost impossible to completely conceal a seam- but this is just ridiculous. Can anyone give me some help?sio3c.jpg

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  • mortalhuman
    I too get seams in every baked normal map I have ever produced, I will be watching hoping you get a solution! One thing you can do is kill all normalization there, but of course, at a cost that though a seam may be gone, so is any lighting detail there.

    You can also pelt map it and make it so the only seams go down the sides of the chest, but this is obviously not a solution, only a work around that would make you redo a lot of your work, even if it's just the uv mapping and baking out a new diffuse from it.
  • jocose
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    jocose polycounter lvl 11
    is this being viewed in xnormal? If so make sure the swizzle in the baking options is the same as the view port. If your viewing it in something else try flipping the green channel and see what happens.

    Also, are you using a single smoothing group (averaged vertex normals)? If not, and that edge is a hard edge, consider baking with a cage instead of just using an offset.

    Let us know if either of those two things is helpful, if not, I'm sure there is more we can discuss but you need to get those issues out of the way.
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Have you tried flipping your green channel? I found that sometimes, it solves this issue.
  • spetch
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    spetch polycounter lvl 11
    this is definitely the case of the green channel flip action
  • butt_sahib
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    butt_sahib polycounter lvl 11
    The green channel flippage attacks again.........BOOM fire that bitch

    How did you cut your model up though? Cant seem to get my head around how you mapped it by lookin at the normal map....
  • af3d
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    af3d polycounter lvl 10
    The image was being viewed in maya. I flipped the green channel and it did resolve my issue, thanks a ton for the help.
    The model was cut down one side of the torso, below the arm hole and above it between the shoulder and the head hole.
    Thanks again.
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