View Full Version : git rid of the seam on uv?
Levitateme 07-14-2003, 05:12 PM ill try to make this brief, i searched on the forums for my answer already, i cant find it though. this is how i am going to try textruing my model. im going to do a rough paint job for its textures in maya. then save that image, send a UV snap shot to photoshop, and use the painted texture for a reference. the only thing im scared about is were the uv shells meet. how do i get rid of the seam? i read somewere about the offset filter in photoshp. but the help manuals are not so great on that area, can anyone give me some tips?
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Atwooki
07-14-2003, 05:26 PM
If the shells you're using have gaps between them, you can just paint over the edges of where the map tells the seams would be -
Otherwise in PS, ---> filter--->offset CAN be used but it's a bit hard to control on curved edges.
Another option is to duplicate the painted layer (making the outer boundaries of the 'shell' areas transparent ), then scale up slightly the underlying one;
Then, select the top layer's transparency alpha, and feather the edges of the top one with about 1 -2 pixels, them merge them together
Hope that helps!
Atwooki
Levitateme
07-14-2003, 05:55 PM
thanks atwooki, that sounds like it will work. the feather thing. i dont understand how the offset realy works exactly. or even what it does, bull ill try your idea thanks.
leigh
07-14-2003, 08:56 PM
The Offset filter only really works properly with seamless textures that you wish to tile across a surface, like the ones you use for game textures. It won't work for UV mapped textures because UV maps are totally irregular, and work on a completely different principal to seamless tiling textures.
There are a few ways of working around seams for UV maps. Firstly, and most simply, you can just stick to neutral details along the seams. Secondly, you can try making seperate images that blend between the different UV maps with alpha channels. Thirdly, you can use a program like Deep Paint 3D that has Projection Paint to cover up the seams.
Atwooki's idea sounds really fascinating, I've never tried that before, and I think I will now because it looks like another cool solution :)
Atwooki
07-14-2003, 09:07 PM
Getting back to the layer(s) technique;
it IS a pretty quick 'n lazy solution, and adding a little bit with the rubberstamp tool as a clean-up doesn't go amiss either;
If things get a little 'hairy' on complex textures, sometimes a kind of 'faked' matching of the layers boundaries can be achieved by using the layers 'blending modes'....
But ultimately Leigh's right:
the way to go is with DP3D, and the latest version now works correctly (seam-wise) with properly rebuilt NURBS patches, as well....
Atwooki
Levitateme
07-14-2003, 10:12 PM
thanks guys, my friend, he does this technique. i think leigh you use lightwave, so im not sure how this would apply.
in maya painting textures is projection painting. so he said just use the clone tool with a fall off so its not totally opaque. just clone on your edges, i just tried about half an hour ago, it worked beautifully . but that is for maya, im sure lightwave has texture painting, im sure its similar to mayas. that was my one fear of getting rid if deep paint3d and just using photoshop. well taht is what i can contribute.
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