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View Full Version : problem in getting rid of texture seams


yangtsur
11-17-2009, 10:35 PM
being stucking with this problem for a while now, tried many ways googled from net but non of them worked. I did it step by step but the result is still the same... feel very frustrated.
What I did to my uv map, I used mirror for all parts of the body except body and head. It shouldn't be a problem right? I seen many ppl do the same thing to save more uv space.

http://boards.polycount.net/showthread.php?t=51088
this found in polycount, but don't seemed working

http://danny3dworks.blogspot.com/
i don't have web space to store my screen shots so i put them on a blog. please check it out and tell me how to fix it.

thanks a lot
-Danny-

CompanionCube
11-18-2009, 01:25 AM
it looks like your normal map is flipped. got no idea what program you used to bake it and which program your rendering in?

yangtsur
11-18-2009, 06:12 PM
yes half of the normal maps are flipped becasue i mirrored uv islands. I use mental ray to render the model, didn't configurate much tho.

yangtsur
11-18-2009, 11:43 PM
i use maya mental ray to render, with defult config and draft quality for quick look only. And I made normal map from Zbrush.

arrangemonk
11-19-2009, 12:19 AM
just try to invert green or red channels until you dont have seams anymore :D

yangtsur
11-22-2009, 06:56 PM
inverting green or red channel is not working at all. the problem remains.

cryrid
11-22-2009, 08:25 PM
http://wiki.polycount.net/Normal_Map
Tangent basis and uv coordinates.