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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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"
Thanks amigo.
Thank you SOOOOO much!
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!
My GOSH! Finally, someone has covered this topic.
'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
I Blender using cycles texture baking it's called "margin" and you can set it to extend as many pixels as you choose.
That's the content I want ❤️
Awesome! Glad you like it.
These types of videos are really great. Simple and helpful for what can be a common and frustrating issue. More gems like this please!
Maya video? oh it's been so long that i forgot why i subbed to this channel 😂
I agree
Thank you so much for this! I had no idea what those options under subsurf in Blender *did*, but this has been illuminating.
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
Thank you. Incredible teaching! Always manage to pick up a few key pointsz
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
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😊👍
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)
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.
thank you so much for this video
Good video!
Thank you.
A very, very, very usefull video. Thanks a lot
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.
I tried to solve this problem. There is hardly any uv tutorials that talk about this problem. valuable information(the secrets of uv).
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!
Awesome 👏I always had this problem
Any chance to have the same process explains for Blender ? I'm losing myself in Maya ... 😁
Anyway this is a fundamental tutorial
Do you mean the mipmap?
Super informative. Thanks
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 :)
Very helpful man.Thank u
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?
Fighting against the same issue here. are there any solutions or workarounds for this?
@@jobhermescreative750 zbrush --> retopo / mesh adjustments / UV stuff --> painter --> zbrush --> displacement map and no maya needed
video is promotion of Maya... elves and their tricks
Thanks for the effort .. can you make a video about fixing uv distortion please 🙏?
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.
Gold as usual, thaks
I use max but I suppose this is why substance painter always does an overlap. Good tutorial
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
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.
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.
Please do another seam related issue video about normal maps this time!
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?
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.
A video idea: sculpting blendshapes in zbrush for vfx. face shapes, body shapes. fundamentals. anatomy hard Core.
huge info
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
Where's Morten at? I love the synergy you guys have together!
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!
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.
Got more problems with displacement map seams as with textures... xd Maby a video about this too? Bc bleeding dont rly help.
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.
Can anyone tell me do we delete our sculpt after we retopology or not if we want to rig it
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
finally, maya tutorial is back
Much more maya tutorials coming in the future :)
Normal map seams ?
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!
Blenders multires bake doesn't smooth UV, it's so very annoying yet they don't seem to want to fix it :/
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
how to remove uv seams in render?
Could you make a video on how to fix polygons that appear black in Maya. Also when polygons are red in the UV editor?
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 :)
@@ectoplasmus1554 I've tried flip. It turned them blue but like a darker blue? What could that mean?
@@nialismcreates It means you have multiple uv shell stacks on each others
@@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
You simply have to click once on the tile to get only one, Or you can hit ctrl +l to layout all your shells
Yesss, finallu
What is seams bro? Can someone tell me please
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
God yes
And people wonder why I have an 8 point UV edge bleed
not the best way, the best way is to paint after finishing uv and retopo stuffs
work smarter not elf
1.5x
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
Could be that you need more bleed on your individual UV islands
@@FlippedNormals Thank you. I will check this. Also, Do you think it could have anything to do with UV's overlapped causing bad binormals?