View Full Version : Mirror seam fix trick edit:Closed
EDIT:
The solution was Just render correctly and you shouldn't have any problems.
Ace-Angel
09-02-2009, 09:05 AM
Hm, I'm not really sure.
Maybe it's the XYZ channels? Like for example: Max flips the Y channel creating some normal issues?
Tell us the app you're using...maybe that's the issue?
I used max to create the objects and unwrap, I overlapped my high to my low or vice versa, I exported the obj's to xnormal create the cage and render the maps, then I went into marmoset and rendered my objects and maps, even thou oddly enough marmoset is automatically loading texture files when I open a newly created OBJ.
I am guessing it has something to do with the fact that I put my models in a folder within toolbag. I am about to try this out again and see what I did but this time I will type out everything I am doing on the side so that which ever method It was if it replicates the out come I will have the process down so I can share the knowledge.
But on a side note I am also guessing it had something to do with marmoset, oddly enough.
Ace-Angel
09-02-2009, 10:40 AM
I recall Marmoset flips one of the channels...
http://boards.polycount.net/showthread.php?p=984886
http://boards.polycount.net/showthread.php?t=61346&page=33
it uses... maya standard... not max standard, i dont know the + or - stuff offhand.
As far as I can tell marmoset uses
+x-y+z
Maybe this is the issue?
Alright so I guess I made up an alternative method to fix mirrored seams.
My first tutorial so go easy, I know some of the wording maybe hard to read for some but that's what zoom is for :).
I put the tutorial/tip/trick/guide on my portfolio here:
deleted durphs
It is an image for offline use just save it to your tutorial folders or whatever.
Thanks ace-angel for your assistance and stuff :), on a side note I don't know if this is explained anywhere as I couldn't find a method that worked for me, this seems very easy to me so hopefully others will find it useful and helpful.
Edit:
Please post your results with this method if it did and did not work for you.
DeAtH_SmiLeS
09-03-2009, 10:06 AM
I think this might be useful to you as well.
http://www.gamasutra.com/features/20061019/kojesta_01.shtml
xerious3d
09-03-2009, 10:48 AM
Marmoset is also +x +y +z - It uses maya coordinates. Not sure what max's are.
I think this is Max's +X -Y +Z, so this little tip i created doesn't work?! Assistance and feed back would be helpful :). 130 people checked the quickie out but no feed back :(.
I got a ton of ideas but don't know how to go about them... especially for Xnormal... but ideas can only go so far... thanks death smiles but using bodypaint 3D would be easier than that tutorial for me anyways :) appreciate it though.
xerious3d
09-03-2009, 11:49 AM
Depends. If you baked the normals in Max, then max would create the appropriate tangets. But if you created it in Xnormal, i think by default its +Y. But if you edit the settings for the normals, xnormal gives you the option to change your channel direction. Now, if you did bake the normals with -Y and are testing it in Marmoset, there is a chance of lighting seams, simply flip the Green channel in Photoshop, invert ( Ctlr + I ) - And test that out.
Seems that this has already been discussed: Here (http://boards.polycount.net/showthread.php?t=51088) and isn't anything new, but it's hard to find this information when you don't know it exists. bah I tried, found it today, warby's trick is indeed helpful but what about 90 degree angles?! hmm... :lucky: I kid, I kid.
Can someone try this out and tell me if it worked for them because I just redid my entire Onslaught bake and it looks damn good now... is it only me?
DELETED mine.
It was mentioned that if you just render the map correctly you shouldn't have any problems...talk to EQ on polycount for more about that.
vBulletin® v3.6.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.