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View Full Version : SEAMS - how to avoid them!


spm
05-06-2003, 10:48 AM
hellos!

im just wondering what kind of techniques there are out there to avoid seams when UV-mapping and texturing.

it would be nice if ppl wrote some of their own examples/experiences/ideas regarding seamless UV-mapping/texturing here or posted links to tutorials/explanations.

why? because there is not a one way solution to this problem, and by gathering many different solutions you can find out more ways to solve your own difficulties, if you have any :)

thanks!

phoenix2k
05-06-2003, 04:19 PM
if you use max and texporter, the uv output is colored so 2 joined faces have the same color... this way its easier to find seam problems, and solve them...

at least thats how i do it.... just make sure that the end of one face continies seamlessly (cut / paste in photoshop is a technique i often use here) with another of the same color

EricChadwick
05-06-2003, 07:30 PM
Best way I've seen is to use Deep Paint 3D's projection paint.

http://www.righthemisphere.com/products/dp3d/index.htm

As long as your UVs are decent, painting this way avoids all seams.

ZBrush also has a method for it. The TextureMaster script comes with an awesome tutorial that runs in realtime in ZBrush.
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002034

Very informative. Wish all programs had this kind of virtual tutorial function.

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