Hidding a seam between to objects in Blender (smoothing normals)

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  • Опубликовано: 31 янв 2025

Комментарии • 38

  • @JB-Editing
    @JB-Editing 13 дней назад +2

    WOW ! THANK YOU FOR THAT

  • @sad_potato9230
    @sad_potato9230 2 года назад +10

    OH MY GOD THANK YOU SO MUCH
    This issue has been a plague to me for months and couldn't figure it out

  • @BadPractices
    @BadPractices 11 месяцев назад +3

    This is exactly what I needed for my project. Thank you so much for sharing!

  • @ugurkaracabey8651
    @ugurkaracabey8651 2 года назад +2

    amazing explanation and tips, thank you very much, you will become one of the kings of the blender society

  • @kde6277
    @kde6277 Месяц назад

    Thank you so very much! This was short, sweet and to the point.

  • @Лёха-з2н
    @Лёха-з2н 12 дней назад

    ТЫ МОЙ СПАСИТЕЛЬ ОГРОМНОЕ СПАСИБО ТЕБЕ, Я ОЧЕНЬ ДОЛГО ИСКАЛ КАК ИЗБАВИТЬСЯ ОТ ШВОВ НА МОЕЙ ИГРОВОЙ МОДЕЛИ И ЭТО РАБОТАЕТ!

  • @daleanderson1727
    @daleanderson1727 3 месяца назад +1

    Worked in Blender 4.2. Much thanks.

    • @Tenchinu
      @Tenchinu Месяц назад

      where is the auto Smooth option? im not finding it in 4.2

    • @NycroLP
      @NycroLP 4 дня назад

      @@Tenchinu You probably found it but for the others who look for it, "normal auto smooth" is now a modifier.

  • @PootisArchiveshh
    @PootisArchiveshh Год назад

    Aah thank you so much!! I had an exported model with weird seams on hands, and merging vertices helped instantly! :D

  • @darkdraketom
    @darkdraketom Год назад

    I NEEDED THIS SO BADLY THANK YOU!

  • @Krechevskoy
    @Krechevskoy 2 года назад

    Well made and well explained! I look forward to seeing more videos from you.

  • @kperez3870
    @kperez3870 10 месяцев назад

    Fantastic! Thank you very much! Been struggling with this for a long time.

  • @NycroLP
    @NycroLP 4 дня назад

    I tried this and it works fine. But once i move the bones in the skeleton you will quickly see the seams. No clue how to combat this. Maybe its unavoidable?

    • @squeezypixels
      @squeezypixels  День назад

      It depends on where you want to use your character. In game engines it is a bit hard to keep seam completely invisible on the parts with significant deformations. But If you need to have a seamless transition in blender:
      1. Keep merged object animated togather its separat parts.
      2. Add data transfer modifier to the parts with the same settings I shown but AFTER armature deform modifier. and DON'T APPLY it.

  • @486DX
    @486DX 20 дней назад

    This method changes the normals of both objects. So how can we make the normal of one object compatible with the other? In other words, how can we make the body mesh, compatible (seamless) with the head mesh, without editing the head mesh?

    • @squeezypixels
      @squeezypixels  20 дней назад

      Just transfer normals from head mesh to body skipping object merging etc.
      But it is better to edit both objects for better look. Otherwise If seam vertices have the same normal vector they will not be sharp, but visually you may see a sort of smooth bulge in the area of the seam merged object. It depends.

  • @Rin8Kin
    @Rin8Kin 10 месяцев назад

    Not like I needed it at the moment, but it's great to know how to =)

  • @mibrahim4245
    @mibrahim4245 2 года назад +1

    looking for this since years "literally"
    started getting results only from the first part "where we merged vertices" !!
    THANKS

  • @SamariumHelium
    @SamariumHelium 4 месяца назад

    When I change the pose of a rig, the seam becomes noticeable again eventually. Any ideas on how this can be fixed?

  • @TobinLamur
    @TobinLamur Год назад

    Amazing man - thanks so much!!!!!

  • @Tenchinu
    @Tenchinu Месяц назад

    the option of AutoSmooth is not there in 4.2
    Did they move it somewhere else? Without it, is not working :(

    • @squeezypixels
      @squeezypixels  Месяц назад

      Hi. For me it is working without enabling auto-smooth in blender 4.2.
      The newest versions of blender use custom normals by default if they exists for an object. Double check you set up data transfer modifier correctly.

    • @Tenchinu
      @Tenchinu Месяц назад +1

      @@squeezypixels ah! i see my mistake. I had a triangulate modifier on.
      after applying it, and THEN applying the data transfer, is all good :)

  • @hermesg3533
    @hermesg3533 10 месяцев назад

    Thank you so much. It helped me a lot

  • @FajrulFnf
    @FajrulFnf 4 месяца назад

    Thank you so much bro!

  • @kazemedia
    @kazemedia Год назад

    You are amazing! Thank you.

  • @ajpink5880
    @ajpink5880 2 месяца назад

    Thanks!!!!

  • @NexVice
    @NexVice 10 месяцев назад

    Will the same good results be reflected in other engines when the Normal Data Transfer method is used?

    • @squeezypixels
      @squeezypixels  10 месяцев назад

      I don't know about other engines, but in UE it works nice. But it depend on import settings.

  • @wallarious1605
    @wallarious1605 2 года назад +1

    Is it working if the objects have 2 separate normal maps?

    • @squeezypixels
      @squeezypixels  2 года назад

      Yeah. It should work, but if the normal maps are ok and don't cause the seam. I mean if the merged object still have a seam, something is wrong with textures.
      This applies to any kind of texture whether it is normal map, diffuse, specular etc. You need to make the textures seameless beforehand if there is a problem with it.

  • @SageGoatKing
    @SageGoatKing Год назад

    Life saver!

  • @mishalw210
    @mishalw210 Год назад

    thanks!)

  • @Kmosely42
    @Kmosely42 Год назад

    why do you have every tutorial that I was missing lol