So, I've been fiddling with this for a while now and just can't fix those damn seams. As far as I can tell, the Normal map makes them more apparent. Anybody know how to fix this?
For the sake of clarity, the seams appear right along the edge of overlapping UVs that are sharing the same texture space. I'm doing this for a lot of the models parts, but this is the only spot that has this problem the worst. This is the worst spot. The other parts are only apparent under specific angles where the light has to hit it just right. (Minimal but manageable, IMHO).
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Also, not sure if that would fix it. As an experiment, I tried shrinking the UV so that is was well with its designated texture space, but the seam still showed up regardless.
http://www.gamasutra.com/view/feature/1800/completely_eliminate_texture_seams_.php for diffuse maps
Edit: Oops didn't refresh before posting...looks like other people had the same idea.
And the arm just probably should not have a seam running down the outside of the arm. Put the seam on the underside of the arm instead.
This is the likely culprit, from what I see here for the center seam at the very least.
Proper workflow for baking mirrored stuff:
1. Make sure the entire mesh is there, do not delete half the model and then mirror later
2. Simply offset one side of the uvs exactly 1 unit in the UV view, so they are outside 0-1, this will ensure the texture shows up correct, but causes no problems because of overlapping.
The rest could be any number of issues including:
baking in one app and displaying in another
having and unwelded projection mesh cause seams around hard edges
Yes yes, a normal map isn't like a diffuse map where you just match up the colors on the seam to fix it, the colors in a normal map correspond to specific mathematical data that tells the mesh what direction the normals should face. Never ever just paint randomly on them.
So, I'll try to address as much as I can:
- I'm working in 3ds Max and texturing in Photoshop.
- I welded the verts along the said seam so the two overlapping UVs should be perfectly aligned where the should.
- In the baking process, I made a complete high poly and then baked it onto only one half of the low poly (which is naturally symmetrical)
With apologies to perna, I went ahead and retouched the Normal on Photoshop to test the results. Below is an image of what I got. I will like to know other solutions to this problem as it is a reoccurring one. I've yet to check out the links Hito and dustinbrown posted, but I'll post my results for those soon.
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down.
There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely forbidden to modify the normal map in photoshop.
With regards to sprunghunt's comments: (I would suggest just not putting seams there.)
Yeah. Boy, did I find that out the hard way with this model. There were a few areas I had to redo for that specific reason. But certain areas were just so symmetrical that I thought it'd be pointless to paint twice.
But I'll definitely be more aware of this mistake on future projects.
I'll be redoing other area's where I made the same mistake. Thanks again, everyone!
I realize this has been covered, but it's definitely a good practice. Rather than hand painting normals ewughhh
My guess is that its somewhere in one of the Spec maps or in the reflection mask... *Sigh... This never ends does it. Well, at least I'm better prepared for the next model. So, on to the next project!!
Thanks again to everyone for helping me out!