View Full Version : Problem with the UV map or something
rodrigoaiz 02-18-2008, 05:52 PM Hello, Iīm having a problem with Zbrush, 3dmax and Quest 3D. I did the low poly model on 3dsmax and the UV too. Then I sculpted on Zbrush and when it was ready I created the normal map and exported to Photoshop where I applied the nvidia plug in to create the normal map.
The problem is that the seams are very visible when I apply the normalmap on Quest 3D and 3dsmax too. Where could be the problem?
I'll atach some images if they could help.
THX
http://lab3d.facmed.unam.mx/tallo/quest3d.jpg
http://lab3d.facmed.unam.mx/tallo/tallozb.jpg
http://lab3d.facmed.unam.mx/tallo/normaljpg.jpg
http://lab3d.facmed.unam.mx/tallo/normalzb.jpg
http://lab3d.facmed.unam.mx/tallo/uv.jpg
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LordHines
02-18-2008, 09:57 PM
Is that pic from the tangent map or the object map? From what I've found so far, I think you always get seams from tangent space normal maps, and that you just have to try and hide the seams well...
Also,
I created the normal map and exported to Photoshop where I applied the nvidia plug in to create the normal map.
This part confuses me. Did you use ZMapper to create the normal map? I usually only use the Photoshop plugin when I want to create custom heightmaps for conversion, usally for use on mechanical props with strait, nonorganic details.
But I'm also working on pretty much the same problem today. My task is just to hide the seams well...
Im not 100% on the understanding of Tagents but found that this free video from Digital tutors helped a great deal in getting rid of seams, well 96% got rid of them.
http://www.digitaltutors.com/digital_tutors/video.php?v=1070
rodrigoaiz
02-19-2008, 04:03 PM
http://lab3d.facmed.unam.mx/tallo/tangentes.jpg
This what appears when i show the tangents with zmapper. then, when I rise the ... on UV seams (the one inside the red cicle) the limits of the UV appears to fade.
I havenīt test this but I guess here is the solution of the problem.
Any way i also guess that my uvmap has its seams in some weird place and because of that its dificult to hide the seams. I guess. :p
I'll give a look to that video hope it works :p
THX again
hakanpersson
02-20-2008, 01:40 PM
I think the so called seam is caused by a uv region that is flipped the other way, perhaps your rendered cannot support left and righthanded tangent space. Or the other way around, the faces there are flipped the wrong way (cant see how that could happen thought). In either way, the normalmap appears inversed in that region.
r4inm4ker
02-23-2008, 02:08 PM
it seems that your uv shells orientation is not consistent. I know nothing about max but in Maya you can turn on "shade UV" in texture editor to see the orientation of your UVs.
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