Could someone help me out here ? I appear to be in a bit of a pickle. There's some ugly seams in my normal maps along my UV borders. The mesh is made up out of a single smoothing group. There's more than enough room for edge padding. I'm using blender and xnormal. This is the map :
I was wondering is it possible to bake without this little seam I get ? Its uv island seam and border between smoothing groups. I use sbm exporter and use cage. Is this seam something I should live with ? ;p or is it something I can do about it ? This normal map fragment is this bulging out section.
Are your UVs in a strict [0,1] range? Seems the top-left and top.-right corners could be 1,001. Triangles crossing the [0,1] boundaries could be conflictive ( not the ones lying completely outside ). Could be also a good idea to snap-to-pixel the borders. Btw, an advice: give the UV borders some margin for the dilation…
Hard edges need UV splits. UV splits DO NOT need hard edges. But those borders you're seeing are padding, they're a good thing - it prevents mip-mapping from giving shading artifacts at UV seams. If you view your UVs, you'll see that the padding is on the outside of the UV seam, so doesn't directly affect the surface.
Tripl3M On the top one - you should make borders of your UV islands hard (hard edges in maya, different smoothing groups in 3D Max). On the bottom one - it happens because projection distance is too high and it is simply projects one leg on another. You need to use external cage or lower projection distance in low-poly…
[ QUOTE ] Is there a way to resize the windowed viewer? Thanks [/ QUOTE ] Yep, but need to use the OpenGL graphics driver ( the D3D cannot resize window atm ). So, change the default graphics driver to OpenGL going to the Plugin Manager. Then, open the 3d viewer and put the cursor near the window border, click over and…
hey jogshy! thanks for replying! i have to admit that i dont fully understand that background information about the rendering. however, there are two things that you might want to consider: the grey border is not in the normal map. it is only the background that the normal map is displayed on in the app. second: this…
Applying smooth also does not works.It still show same edge seam But applying smoothing group will increase poly count... Have look at this is normal map applied base mesh from mudbox As you see those seams come where edge flow that is also on border of mesh Below one is from mudbox I have upload file..Anyone want to…
OpenCTM only works on x86 mode, not x64. Also sure you're using the Beta 2, because the Beta 1 had a problem finding the the openctm.dll @Tea Monster: Are you using cages? You should If you used the lowpoly as basis for the HP's subdivision you could use the MatchUV feature. Also an advice about your UV layout: keep some…
Hi Have 2 obejct, high (several tens connected together) and low, low equal squere plane (one polygon) with no padding UVW mesh (fit 100%). I use xNormal to generate height map, when i change in "Baking options" "Edge padding on 0" and "Antialsing on 1x" i get on right and top map edge, black border, but when i set for…