John Warner
11-23-2004, 04:21 PM
i hope this question hasn't been asked before. maybe i'm a fool, but i coudln't find it.
i've made a high poly model, separated it into sections, and zbrushed each part. i then brought peice by peice back into xsi and normal mapped each one, and then stuck all the normal maps together in photoshop and fixed any simple seem problems
the problems i'm having are as follows:
1. the normal map that was render mapped cut off EXACTLY at the UVS- obviously this created a nasty seem line and EVERY SINGLE seem. fucking stupid and unacceptable that the render map doesn't bleed the texture over the uvs by a couple of pixels, i would think but what do i know. any of you xsi users have any ideas?
2. the normal map generation is LOADED with artifacts. i've been rubber stampting them out but it's too much to get any sort of quality
3. i've been doing all the rubber stamping in deep paint 3d. when i re-export the map, the same problem as above happens again- the texture that's seemless in deep paint gets exported, and doesn't bleed even a pixel past the UV boundries, so deep paint 3d is acctualy creating more seems that it fixes.
this is a stupid problem. the fact that it wont generate a normal map withought little triangle artifacts or seem lines is shockingly stupid.
please someone tell me i'm doing something wrong, and there's a way around this.
-thanks.
i've made a high poly model, separated it into sections, and zbrushed each part. i then brought peice by peice back into xsi and normal mapped each one, and then stuck all the normal maps together in photoshop and fixed any simple seem problems
the problems i'm having are as follows:
1. the normal map that was render mapped cut off EXACTLY at the UVS- obviously this created a nasty seem line and EVERY SINGLE seem. fucking stupid and unacceptable that the render map doesn't bleed the texture over the uvs by a couple of pixels, i would think but what do i know. any of you xsi users have any ideas?
2. the normal map generation is LOADED with artifacts. i've been rubber stampting them out but it's too much to get any sort of quality
3. i've been doing all the rubber stamping in deep paint 3d. when i re-export the map, the same problem as above happens again- the texture that's seemless in deep paint gets exported, and doesn't bleed even a pixel past the UV boundries, so deep paint 3d is acctualy creating more seems that it fixes.
this is a stupid problem. the fact that it wont generate a normal map withought little triangle artifacts or seem lines is shockingly stupid.
please someone tell me i'm doing something wrong, and there's a way around this.
-thanks.