The Best Way of Fixing Texture Seams in 3D - Ultimate Tip

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  • Опубликовано: 29 авг 2024
  • In this video tutorial we are covering how you can fix texture seams. In nearly all cases texture seams are causes by not understanding UV smoothing.
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Комментарии • 78

  • @jMcWill781
    @jMcWill781 3 года назад +55

    If anyone is curious how to view smoothed edges in Blender (because I couldn't find it for a while): In the uv editor go to the blue "Show overlays" button at the top > modified edges.
    Also to export UVs with smoothed edges go to UV > export UV layout and make sure to tick on "modified"

  • @FrederikHoeimark
    @FrederikHoeimark 3 года назад +7

    I love how you not only explain the fundamental problem and how to fix it but also gives free insight into how it is best practised in an industry environment. I haven't been faster at purchasing most of your tutorials at your marketplace, and I urge anyone else to do the same if the opportunity arises. Thank you so much for all the awesome content!

  • @nikoraisikovoy7572
    @nikoraisikovoy7572 3 года назад +5

    My GOSH! Finally, someone has covered this topic.

  • @vinnyclifton7006
    @vinnyclifton7006 3 года назад +18

    'Edge bleed' in a texturing context is often referred to in software as 'dilation', for example in Substance painter when baking utility maps you'll see an option for 'dilation infinite' to extend the bleed infinitely as described

    • @daniel4647
      @daniel4647 Год назад

      I Blender using cycles texture baking it's called "margin" and you can set it to extend as many pixels as you choose.

  • @pra2hyper245
    @pra2hyper245 3 года назад +22

    That's the content I want ❤️

  • @a.aspden
    @a.aspden 2 года назад

    These types of videos are really great. Simple and helpful for what can be a common and frustrating issue. More gems like this please!

  • @douka3993
    @douka3993 3 года назад +14

    Maya video? oh it's been so long that i forgot why i subbed to this channel 😂

  • @moleyface
    @moleyface 3 года назад +1

    Thank you so much for this! I had no idea what those options under subsurf in Blender *did*, but this has been illuminating.

  • @FlashDAH
    @FlashDAH 3 года назад +2

    So so helpful, was dealing with this issue while improving some Arnold renders, thanks again. Texturing isn't my strong suite but I'm getting there technically speaking

  • @JonNancyH
    @JonNancyH 2 года назад

    Thank you. Incredible teaching! Always manage to pick up a few key pointsz

  • @scientistpac
    @scientistpac 3 года назад

    Omg! That was so usefull! Thank you very much for your time!
    That an answer have been looking for for so long. Even my 3D teacher didn't know! Tnx a bunch

  • @miroslavgabco6795
    @miroslavgabco6795 3 года назад +1

    Wish I seen this sooner my assignment ends today to be fair a final outcome was not expected for the assignment anyway but it would have been nice to have it look as good as possible as this issue only occurred on 2 of my assets over great video thanks for covering the topic😊👍

  • @edwinter4816
    @edwinter4816 3 года назад

    been quiet for a long time but I'm back!
    This "trick" I learn the hard way by google the issue and yes it was something similar I'm talking about Maya 2017 or so but was so annoying
    -video idea:
    More tricks like this, apply to a real scenario task, perhaps a task back in the Dneg days was really complex but now you can do it more efficient, due to technology development (new software, tool, plugins, etc)

  • @thanez86
    @thanez86 3 года назад +2

    There's another major problem with this, that the textures have virtually no padding in them. At more than mip0, all the UV seams will glow pink, not just the ones affected by subdivision. The solution here is to bake the textures to and from the lowpoly, and add a bunch of padding.

  • @ivanantonov7366
    @ivanantonov7366 Год назад

    thank you so much for this video

  • @leonardopinheiro6693
    @leonardopinheiro6693 2 года назад

    Good video!
    Thank you.

  • @pepnoi
    @pepnoi 3 года назад

    A very, very, very usefull video. Thanks a lot

  • @abiyyupanggalih854
    @abiyyupanggalih854 3 года назад

    0:39 it exactly what happened to me just yesterday me and my project, I doing texture paint it and I use Blender and have the same problem
    but basically what I'm doing is turn on subdivisions and paint back/ patch up the Gaps between them, And it's fixed.

  • @michaelankry4702
    @michaelankry4702 3 года назад

    I tried to solve this problem. There is hardly any uv tutorials that talk about this problem. valuable information(the secrets of uv).

  • @aaayerus
    @aaayerus 3 года назад +3

    Guys, i’ve watched your video about importing displacement maps from zbrush to maya using v-ray and still having issues with seam gaps! I’ve been facing this 3years from now, no matter what I do. I guess is about uv space or map res? Some areas are fine but other can get fine, like groin area! And groin area isn’t one of the lowpolyest areas either! I’m using 6 2048x2048 Udims. Plz help!

  • @dimitry9817
    @dimitry9817 3 года назад

    Awesome 👏I always had this problem

  • @stephanechataignie
    @stephanechataignie 3 года назад +1

    Any chance to have the same process explains for Blender ? I'm losing myself in Maya ... 😁
    Anyway this is a fundamental tutorial

  • @mr_vky
    @mr_vky 3 года назад +1

    Do you mean the mipmap?

  • @AyushBakshi
    @AyushBakshi 3 года назад

    Super informative. Thanks

  • @sage3350
    @sage3350 3 года назад +1

    Does this work if I'm using 3ds Max for modelling, exporting the low poly model to make the UVs in UVLayout and then using those to paint in Painter and baking the highs? Total newbie here so excuse me if the question is really dumb. Thanks for all the videos been watching them for years now :)

  • @mr_vky
    @mr_vky 3 года назад

    Very helpful man.Thank u

  • @nikoraisikovoy7572
    @nikoraisikovoy7572 3 года назад +5

    But I still got a question to ask: how then we should export the displacement map from ZBrush if it doesn't support the "preserve edges and corners" smoothing algorithm? The very quick and rough solution that comes to my mind would be to use pre subdivided mesh from Maya(with "preserve edges and corners" smoothing algorithm applied) as the lowest subdivision in ZBrush? this way the difference between the final uvs will be neglectable.
    Any other ideas, guys?

    • @jobhermescreative750
      @jobhermescreative750 Год назад

      Fighting against the same issue here. are there any solutions or workarounds for this?

    • @GimliG
      @GimliG Год назад +1

      @@jobhermescreative750 zbrush --> retopo / mesh adjustments / UV stuff --> painter --> zbrush --> displacement map and no maya needed
      video is promotion of Maya... elves and their tricks

  • @hichamville
    @hichamville 3 года назад

    Thanks for the effort .. can you make a video about fixing uv distortion please 🙏?

  • @stefanocarlocelsi1705
    @stefanocarlocelsi1705 3 года назад

    Finally a good video. I've had this issue but always got me wondering if it was a thing to plan or i was missing a setting that everybody new about. I still feel you drag the length of the video to long, 10 min would be just fine.

  • @dmitriysyomchenko2203
    @dmitriysyomchenko2203 3 года назад

    Gold as usual, thaks

  • @TheTimeProphet
    @TheTimeProphet 3 года назад

    I use max but I suppose this is why substance painter always does an overlap. Good tutorial

  • @g8610g
    @g8610g 7 месяцев назад

    How would you do this in houdini? I can't find UV smoothing there anywhere 😥 Normal smooth node with harden UV's unchecked doesn't do the same thing

  • @daredevilofficial4100
    @daredevilofficial4100 3 года назад

    Hello, can you please also show how to UV unwrap a sphere to use for texture showcases? I feel like this would be a very important topic.

  • @Luxalpa
    @Luxalpa 3 года назад +1

    Is it just me or is it literally impossible to fix displacement map seams? I worked on this for hundreds and hours and it just seems impossible to fix. Same with normal maps. I can't bake my ZBrush high poly onto low poly. It appears to be straight up impossible.

  • @ammokha
    @ammokha 3 года назад

    Please do another seam related issue video about normal maps this time!

  • @dasaen
    @dasaen 3 года назад

    Loved this, have been having this issue as a newbie. I’m also finding out that the normals I bake in substance look really different in blender, any ideas why that happens?

    • @janvollgod7221
      @janvollgod7221 2 года назад

      you must make sure you bake OpenGL Normal maps if you exporting for blender cycles. They are some tutorial on YT, where you can learn how to set profiles for cycles and other renderer.

  • @michaelankry4702
    @michaelankry4702 3 года назад +1

    A video idea: sculpting blendshapes in zbrush for vfx. face shapes, body shapes. fundamentals. anatomy hard Core.

  • @puchingballz
    @puchingballz 2 года назад

    huge info

  • @jurandfantom
    @jurandfantom 3 года назад

    Q: how that smooth things apply to bake normal maps? I was told by my boss (game industry) who deal with light, to have smooth inside and hard edges on outside for normal map bake. Or its non conflicting thing because we smooth UV, and then we apply hard edge normal on boundaries (I think that one but would like be sure).
    Thanks

  • @sweetestgravy9880
    @sweetestgravy9880 3 года назад

    Where's Morten at? I love the synergy you guys have together!

    • @FlippedNormals
      @FlippedNormals  3 года назад +4

      We're going to do the videos where it makes sense to have us both present, and leave the more technical videos with a single person to keep them focused. Morten is definitely not gone!

  • @chrischg1197
    @chrischg1197 3 года назад

    You talked about enabling Edge bleeding but you did not say where to enable that. I have looked every were and I cant find it.

  • @Hydr312
    @Hydr312 3 года назад

    Got more problems with displacement map seams as with textures... xd Maby a video about this too? Bc bleeding dont rly help.

  • @ahmedouardani2370
    @ahmedouardani2370 3 года назад

    Can you please make a video on a big mouth with teeth smile in blender and what kind of issues in stretching the texture-mesh/ best way to weight paint it and separate the rig and an other one about animating muscle groups underneath a skin like in lions chest. Where the skins stretch's but being affected with the mesh of the muscle group inside. And Thx Love what you are doing.

  • @HarosGaming
    @HarosGaming 3 года назад

    Can anyone tell me do we delete our sculpt after we retopology or not if we want to rig it

  • @edwinter4816
    @edwinter4816 3 года назад

    That one guy that dislikes the video didn't hit the sub mesh before export to texture software and now is angry you didn't show them the way

  • @tuongnguyenan6408
    @tuongnguyenan6408 3 года назад +2

    finally, maya tutorial is back

    • @FlippedNormals
      @FlippedNormals  3 года назад +5

      Much more maya tutorials coming in the future :)

  • @overpowersyblus7148
    @overpowersyblus7148 2 года назад

    Normal map seams ?

  • @omniripple
    @omniripple 3 года назад +1

    long story short enable edge bleeding/texture dilation in your texture maps....also plan ahead and don't smooth after you've uv'd and textured LOL!

  • @gurratell7326
    @gurratell7326 3 года назад

    Blenders multires bake doesn't smooth UV, it's so very annoying yet they don't seem to want to fix it :/

  • @watercat1248
    @watercat1248 3 года назад

    Personly i use different ways to fix this problems wean i create i texture most of the my this texture is not the exact the same size with the uv what im try that mens even if add satisfaction the don't have this problem from my

  • @adityaprakash1148
    @adityaprakash1148 3 года назад

    how to remove uv seams in render?

  • @nialismcreates
    @nialismcreates 3 года назад

    Could you make a video on how to fix polygons that appear black in Maya. Also when polygons are red in the UV editor?

    • @ectoplasmus1554
      @ectoplasmus1554 3 года назад +1

      If your polygons are black it's probably that your normals are flipped, you can fix that in the mesh display menu, select the polygons and hit reverse, and if your polys are red in the UV editor it means that they are flipped, you can fix this by hitting "flip" in the modify menu :)

    • @nialismcreates
      @nialismcreates 3 года назад

      @@ectoplasmus1554 I've tried flip. It turned them blue but like a darker blue? What could that mean?

    • @ectoplasmus1554
      @ectoplasmus1554 3 года назад

      @@nialismcreates It means you have multiple uv shell stacks on each others

    • @nialismcreates
      @nialismcreates 3 года назад

      @@ectoplasmus1554 Hmm I thought it could be that. I really don't know how it could happen. Is there a setting to clean the whole model up or would you have to just delete each overlapping poly manually?Sorry for all the questions haha

    • @ectoplasmus1554
      @ectoplasmus1554 3 года назад +1

      You simply have to click once on the tile to get only one, Or you can hit ctrl +l to layout all your shells

  • @OCanalDeVideoGames
    @OCanalDeVideoGames 3 года назад

    Yesss, finallu

  • @fearless9894
    @fearless9894 2 года назад

    What is seams bro? Can someone tell me please

  • @watercat1248
    @watercat1248 3 года назад

    Im not use Maya i use blender but i never have problem like this wean i make uv maby because im not created animals humans and monsters offen and become im not created realistic esthetic in my game

  • @zapalniczkakaminski9990
    @zapalniczkakaminski9990 3 года назад

    God yes

  • @forgottenalex
    @forgottenalex 3 года назад

    And people wonder why I have an 8 point UV edge bleed

  • @GimliG
    @GimliG Год назад

    not the best way, the best way is to paint after finishing uv and retopo stuffs
    work smarter not elf

  • @shattershit2925
    @shattershit2925 3 года назад

    1.5x

  • @Marco-bh9im
    @Marco-bh9im Год назад +1

    A long shot but I'll ask! Hello, if there is a shading problem across the UV seams, what is the cause of this? Or how to fix? Gamma correction? As a result when I load ibl texture it does not match up across the seams. Regards

    • @FlippedNormals
      @FlippedNormals  Год назад

      Could be that you need more bleed on your individual UV islands

    • @Marco-bh9im
      @Marco-bh9im Год назад

      @@FlippedNormals Thank you. I will check this. Also, Do you think it could have anything to do with UV's overlapped causing bad binormals?