n-map has seams along UV seams


#1

The UV seams of my character’s normal map don’t blend. Please help, I need to finish rendering my work for Siggraph. I’m starting to panic.

I have posted images here.

venom1.jpg just shows that, from certain angles, he looks pretty good and the seams aren’t very noticeable.


#2

Two things I can suggest…

  1. Change the bleed value - make another map at a number closer to 1 and then another closer to 10 (half way between 6, your current value) and then check to see how the edges look and see which one has the best edges…

  2. You shouldn’t have to do this, but take the map into photoshop and use the clone tool to soften the edges a little, and take out any sharp colour changes - this will hopefully help some - it should push the edge detail out, thus removing seams.

Hope this helps.


#3

I’ve uploaded a new image:
http://www.renderrob.com/venom-pics/venom2.jpg

I think that my UV faces could be wound opposite directions :hmm:.

What I’m indicating in the image is that the normals are completely opposite on these two adjacent UV islands. I think this is what Andrew has been trying to tell me but I haven’t been able to see until now.


#4

Hmm that is odd… but I can’t agree because if you follow the seam to the right, the next bend with purple colour matches the opposite side. Perhaps if u upload a image of ur uv’s it might be easier to see if there’s any issue.


#5

Here’s the UV map. I’ve highlighted the two islands from the last image.
www.renderrob.com/venom-pics/UV1.jpg

I also uploaded this one:
[www.renderrob.com/venom-pics/venom3.jpg](http://www.renderrob.com/venom-pics/venom3.jpg)

More shots of the UV map.
www.renderrob.com/venom-pics/UV2.jpg
www.renderrob.com/venom-pics/UV3.jpg


#6

A close-up of the two (one is zoomed in more):
www.renderrob.com/venom-pics/UV4.jpg


#7

Here’s the best evidence yet. I’ve rotated the n-map of one island and put it right next to the other so you can really see the color differences.
www.renderrob.com/venom-pics/nmap-colors.jpg

What boggles my mind is that neither of these islands have been mirror-transformed. They are both correctly oriented, relative to each other.


#8

One other observation (although, this is not related to the issue with the UV seams).

Some of my islands have subtle seams running right through the middle of them. The seem is obviously being caused by the use of plain subdivision (non-catmull-clark). These images show:

www.renderrob.com/venom-pics/odd-seams1.jpg
www.renderrob.com/venom-pics/odd-seams2.jpg

I didn’t intend to use plain subdivision. It just sort of happened. If I can figure out what is causing these problems then I can surely retopologize, use catmull-clark, and get a quality normal map baked for it.


#9

Here is another screen shot but from a different project. This one is doing the same thing though. On the left you see the 3D view and on the right the UV viewer.
www.renderrob.com/venom-pics/more-trouble.jpg

It’s almost as if the normals of the map are relative to the orientation of the UV space. It must (I hope) have something to do with my MB bake settings.
www.renderrob.com/venom-pics/nmap-bake-settings.jpg


#10

I have started a new thread here:
http://forums.cgsociety.org/showthread.php?p=5170741#post5170741

I detail what I have learned.


#11

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