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JostVice's Avatar
Old (#1)
The problem starts in 3Dmax, I have rendered to texture the highpoly model to my lowpoly model, and I get these weird artifacts (Look at the metal, top right) I've been told that they are bugs of using mirror in the UV of the axe:



I though my UV was correct at first place, so my questions are anyone knows what is wrong with my normal map, could it be the UV? is my UVmap Correct?

And well, The problem happens too when baking the texture in zbrush too.

Thanks
Offline , spline, 192 Posts, Join Date Apr 2009, Location Spain  
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Ghostscape's Avatar
Old (#2)
It could be the UVs or the projection. Post a screenshot of the model.

Have you reset x-forms on the low-poly model?

It is difficult to figure out what is happening there without more information.

edit: do you have overlapping UVs? Your post makes it sound like you do, but the UVs themselves look like they don't have overlaps.

Last edited by Ghostscape; 05-06-2009 at 07:36 AM..
Offline , dedicated polycounter, 1,563 Posts, Join Date Aug 2006, Location Irvine, CA  
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JostVice's Avatar
Old (#3)
Oh well, sorry. If you need any more information, tell me what you need!

And i'm going to try the xform now

Here is the lowpoly model.


192 polies

here is the cage, its just the original mesh (reset) with a push



Here is the subdivided sculpted, it sits on 119.424 polies


Offline , spline, 192 Posts, Join Date Apr 2009, Location Spain  
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ParoXum's Avatar
Old (#4)
His axe UVs were not relaxed correctly. I had a try at his model before this thread was opened, and the parts having artifacts are reversed or flipped in the UV space.

When I remade the UVs of the axe from scratch problems were gone.
Offline , polycounter, 870 Posts, Join Date Feb 2009, Location Belgium  
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