View Full Version : achieving no-seam uvs?
martinputtkammer 06-17-2008, 08:47 PM hi folks,
long time burner: is it possible to get seamless textures? i am tired off hiding my seams, sometimes it won't even work and one has to smudge along the seams or painstakingly pixel out the stuff.
any pointers? i read some tutorials about baking things into one texture, somehow, but i cannot remember the details...
i would be utterly grateful.
again, i am looking for a way to get rid of those seams altogether.
regards,
martin
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gregsandor
06-18-2008, 12:24 AM
Are you just painting textures for already mapped models or are you doing the UV maps too?
martinputtkammer
06-18-2008, 08:31 AM
hi greg,
i do both, basically, for this character i got my hands on the whole thing, model, rig, texturing and shading. so, yes, uv and tex.
cheers,
martin
gregsandor
06-18-2008, 10:32 AM
Hi Martin,
Keep in mind that most real clothing has very visible seams, they contribute to the overall look of a garment: joins are visible, fabric grain runs in different directions on each side of the seam, patterns don't line up exactly, etc. So as you UV map you can split your texture seams in their natural places.
You can hide seams in less visible areas, inseam and underside of arm, for example. I did this for feathered war suits I wanted to be apparently seamless.
If you really don't want any seams you can use a trick that's more work: map a sleeve for example. Once you've unwrapped it select the polys along the outer edges of the map and remap them as one piece so they fit tightly together, then separate them and put back in their original positions. Follow this up by doing the same thing with the texture map.
aotearoa
07-16-2008, 11:00 AM
the only real way to get rid of seams is to take the model into a 3d paint program like bodypaint, zbrush, deeppaint or even maya's 3d paint tools, where you can simply paint or clone the seam. bodypaint and zbrush have excellent projection paint modes which can paint over seams independently of the uv layout and are great for getting rid of those pesky seams
martinputtkammer
07-16-2008, 01:05 PM
hi greg, hi aotearoa,
thank you for your kind replies. i gather projection painting is the most suitable way as off now.
oh, i wished someone would invent some magic to make the issue disappear...
but i gather magic is not for 0/1 machines right ;)
a nice day for both of you,
martin
MisterS
07-17-2008, 09:14 PM
Here's how you fix seams in 3DS Max, you can do the same in other packages also.
Unwrap your model, paint your diffuse map in Photoshop or whatever as you would normally. Don't do you Bump, spec and other maps yet.
Load your diffuse map into into Max and look for seams.
Now with your UVW unwrap modifier open again (or if you collpsed the stack, stick another one on, this time select Channel 2, and unwrap only the polygons either side of your seam, everything else you can stick outside of the UV box.
You now want to use Render to Texture & bake out your diffuse texture but this time use your Channel 2 UVW Unwrap.
You'll now be able to take this into photoshop and fix your seams by cloning or whatever.
Back in Max, load your Seam diffuse texture and select map channel 2 in your Material Editor.
Now Render to Texture your diffuse map but use your channel 1 UVW Unwrap.
Now you can take this into your original photoshop diffuse document and delete the bits you don't need, so you'll probably delete all of this new layer apart from the seam areas. It will make sense when you do it.
Now you have a diffuse map with no seams, you can now use this to start your other maps & they won't have seams either.
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