View Full Version : Bad Seams on model why?
NAIMA
11-16-2010, 03:19 AM
Hello I recently been making a couple of creatures models for crysis but altough my model looks perfectly smooth in 3dsmax , in Crysis it gets really bad face subdivision , this is espeicallly on the actual seams of the uvmapping , I got mirrored uvmapping for the fishes , but I don't now why it comes out this sort of bad lightning on it ......
how can I fix that ?
If you ask if it is the normal map ro the specular I added , no it is nt cous eI have tested without and the problem persists.....
http://img266.imageshack.us/img266/3700/probemadelfino.jpg
NAIMA
11-16-2010, 06:40 AM
No replies? I wonder if somone reads this subforum?
try inverting the green channel of your normalmap
NAIMA
11-16-2010, 07:22 AM
as I said the problem is there with or without speculars or normal mappings ....
fearian
11-16-2010, 07:56 AM
hmmm... try checking smoothing groups?
e: check for any unwelded verts?
NAIMA
11-16-2010, 08:32 AM
all smoothings are to 1 and all vertices are welded ...
Shadownami92
11-16-2010, 11:19 AM
Have you also make sure all your surface normals are facing the same direction (outward)?
NAIMA
11-16-2010, 12:57 PM
Any other idea?
NAIMA
11-16-2010, 06:40 PM
Ok seems the problem resposnible for that is the caustics shader it gets double uvmapped on detached parts of the texture , to avoid that it needs to be one single pelt texture ....
mitcHELL
06-29-2011, 10:22 AM
man thats wild you have to make all underwater uv maps contiguous... nice find
e-freak
06-30-2011, 12:30 AM
old thread bump there mitcHELL ;) - yes the UV Mapping is a known issue with CE2 and affected shading quite often.
Brendan
06-30-2011, 02:26 AM
From what I can tell, it seems that the underwater cautistics shaders have something like (vaguely similar...a bit) this:
http://www.interlopers.net/images/hl2tutorials/water_textures/water0hk.jpg
applied to them and set to screen, and then the UV or texture is animated, so unless the effect (picture) has no visible seams around the seams of your model, as well as no seams around the seams of your model (confusing myself here, hang on).
\/ \/ \/ \/ \/ \/ \/
Also, with this approach to the lighting effect, wouldn't the best results be had from a top-down UV projection? As that would make the UV's line up better with the effect texture/shader?
I'm thinking if you did a uv projection from the side, the lighting effect would look like the light is coming from the side of the fish/dolphin/etc.
Am I right in this thinking?
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