Author
|
Message
|
FreddyKrueger
|
FreddyKrueger
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 97,
Visits: 466
|
Anyone have this problem? UV's on a character imported into 3dxchange and then into Iclone show their seams if you zoom away from the character. They show up as black outlines, they look really nice... except I don't want them seen. Short of having to hide seams on the back side of the mesh, is there any other fixes for this?
Alienware 15, i7 4710hq, GTX 970m, 16gb ram, 4k display, 1.5TB SSD raid.
|
|
|
stuckon3d
|
stuckon3d
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 2 days ago
Posts: 1.8K,
Visits: 7.7K
|
FreddyKrueger (4/17/2013)
Anyone have this problem? UV's on a character imported into 3dxchange and then into Iclone show their seams if you zoom away from the character. They show up as black outlines, they look really nice... except I don't want them seen. Short of having to hide seams on th e back side of the mesh, is there any other fixes for this? Make sure your Uv islands have enough space between them and they are not touching the edges of the zero to one space . if you are complying with these rules then you might have found a bug. Cheers Stuckon3D
Product Specialist
My iClone 7 gallery
My IMDB
|
|
|
FreddyKrueger
|
FreddyKrueger
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 97,
Visits: 466
|
I think everything is done right, this seems to happen with zbrush extracted uv maps. I noticed that makehuman map does it too.
Alienware 15, i7 4710hq, GTX 970m, 16gb ram, 4k display, 1.5TB SSD raid.
|
|
|
planetstardragon
|
planetstardragon
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 11.5K,
Visits: 45.9K
|
I had an issue recently on a mesh which had some inverted faces - I pulled it into mixamo and the UV's came back weird ....every detail of the mesh was gone and all that was left was a silhouette - very cool effect and I was blaming mixamo - but in light of this post, I may have to revisit this to make sure it's not 3DX5 causing it.
☯🐉 "To define Tao is to defile it" - Lao Tzu
Edited
11 Years Ago by
planetstardragon
|
|
|
FreddyKrueger
|
FreddyKrueger
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 97,
Visits: 466
|
I checked the seams, no problems with it in max. It may be zbrush uv master and 3dx and Iclone. What I've done is force the uvmaster to make seams away from visible areas (which is what you do anyway) but it still shows up glaring you in the face if you zoom away from the object.
I'd post pics but all my stuff is top secret until done. I'll have to make something thats not part of my cartoon and set it up.
Alienware 15, i7 4710hq, GTX 970m, 16gb ram, 4k display, 1.5TB SSD raid.
|
|
|
Vit3D
|
Vit3D
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 2 Months Ago
Posts: 912,
Visits: 15.0K
|
Just make small test - 1. Render Your character's UV template in 3ds max (tool in UnwrapUV modifier) with the same resolution as Your textures. 2. In Photoshop load UV template image and ALL textures as separate layers in single file. 3. Check whether textures fit UV template on borders (they must be 3-4 pixels bigger that template). P.S. If You using Normal Bump textures created in ZBrush, make sure that You flip (invert) Green channel on export
Vit
Edited
11 Years Ago by
Vit3D
|
|
|
warlord720
|
warlord720
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 7 Years Ago
Posts: 1.3K,
Visits: 3.9K
|
I had the same problem with zBrush. I was creating the map as PUV from polypaint... changed to GUV and couldn't see the lines anymore in 3DX or iClone. Not sure if this will solve your problem.
-------------------------------------------------- I LIVE to anymate, irritate and machinamate. Not necessarily in that order.
|
|
|
Vit3D
|
Vit3D
Posted 11 Years Ago
|
Group: Forum Members
Last Active: 2 Months Ago
Posts: 912,
Visits: 15.0K
|
I'm using ZBrush for creating Normal Bump maps for all my models and can say that UV handling in ZBlush a bit specific -- by default it flip UV vertically, so I have to use some tricks: First thing I do after importing mesh in ZBrust - go to UV settings, set resolution and flip UV vertically. After this I can import and export textures and their orientation will be correct (as in source UV map). Before subdividing mesh, be sure that You unchecked "Smooth UV" option, otherwise UV will be changed in original mesh after sculpting (even without subdividing). Also be sure that You crease all open edges loops (if You have some). As I told for correct Normal Map handling in iClone You should use "invert Green channel" option in Normal map settings. If You going to use new mesh after sculpting (with modified shape), You must flip UV vertically again before exporting. (You should do this AFTER You export all textures). Hope this information will be helpful.
Vit
|
|
|
eternityblue
|
eternityblue
Posted 8 Years Ago
|
Group: Forum Members
Last Active: 3 Months Ago
Posts: 769,
Visits: 2.7K
|
I'm having this same issue with exports from Blender, any thoughts on that front?
~~~~~~~~~~~~~~~~~~
My system: i7 3770 Gtx1060 6GB
|
|
|
eternityblue
|
eternityblue
Posted 8 Years Ago
|
Group: Forum Members
Last Active: 3 Months Ago
Posts: 769,
Visits: 2.7K
|
Ah thanks, I had actually thought of that regarding the bump maps channel, adjusted it and didn't get it fixed, but I just did the same to the diffuse and it is better. Not perfect in this instance because the textures are too complex really to mend them nicely, but I went from a blatant bright line to a darker, less obtrusive one.
~~~~~~~~~~~~~~~~~~
My system: i7 3770 Gtx1060 6GB
|
|
|