Advanced Member popwfx Posted January 10, 2013 Advanced Member Report Share Posted January 10, 2013 I'm using v4 beta9c. Anyone know what these weird lines are at the polygon edges that show up when painting with a basic brush or material are? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 10, 2013 Contributor Report Share Posted January 10, 2013 Could you perhaps attach your scene for us in order to try it and experience the issue on our own skins? Or at least tell us how to reproduce the problem you're facing? Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 10, 2013 Author Advanced Member Report Share Posted January 10, 2013 It's a simple scene with a plane loaded using 4096 pixel maps - and I'm just painting with a basic brush - it fails (in color, depth & spec) with materials as well. Maybe it is because it is a plane?? I loaded the plane for per pixel painting as a LWO object and the model is clean - no duplicate points etc... Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 10, 2013 Author Advanced Member Report Share Posted January 10, 2013 I just tested with an extruded version of this plane in both LWO and OBJ and it still happens.. auggh... I'm going to try and update my NVida drivers and see if that helps. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted January 10, 2013 Contributor Report Share Posted January 10, 2013 I'm not sure, but it looks like something is wrong with your UVs. Those seams on the Normal Map could come from the fact that each quad is a separate island floating somewhere within the UV space. Weird. Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 10, 2013 Author Advanced Member Report Share Posted January 10, 2013 Would you be kind enough to load this object and tell me what is wrong with it and if the lines appear for you when you paint on it? The UV maps look ok to me. extruded plane2.zip Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 10, 2013 Contributor Report Share Posted January 10, 2013 As you see, I get lines also but not so pronounced. I believe they are caused by the surplus of clusters in the UV map. Make the map one big cluster in the UV room and I think the lines will disappear. Quote Link to comment Share on other sites More sharing options...
Advanced Member popwfx Posted January 10, 2013 Author Advanced Member Report Share Posted January 10, 2013 hmmm...? how did the clusters appear? Originally I had a block made and had 3DC uv map it, but I didn't need the sides and bottoms mapped in the game engine so in LW I deleted that geometry and then brought it back into 3DC - thinking that the deleted geometry would also have deleted the relevant portions of the UV map. So did that corrupt the clusters somehow? not sure how it happened, because yes, that does look wacky in the uv room now? The islands look ok in the UV if you look at it, but not in that view. Does that mean there are now overlapping polys in the UVs? (if so they werent like that in the UV before I deleted the geometry and did "Replace Geometry" in 3DC. I'm just trying to figure out what I did wrong to avoid that workflow in the future. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted January 10, 2013 Contributor Report Share Posted January 10, 2013 Try creating a simple plane in LW to see what 3DC does with it. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 17, 2013 Advanced Member Report Share Posted January 17, 2013 This happens to me pretty often in 3DC, lately. I figured it was just me, but it seems that the way UVs work in 3DC aren't always as clean as I thought...as I have tried to correct this in a number of ways. Sometimes, I don't get them, but most of the time I do. I have to keep unwrapping in various ways and repainting to figure out the best rework. It may not be a UV thing...but I can't tell. Perhaps someone can help, here? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 17, 2013 Report Share Posted January 17, 2013 The model is huge, like 50+ the standard the UVset have faces overlaped Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 19, 2013 Advanced Member Report Share Posted January 19, 2013 Are you saying that overlapping UVs is the problem? I'm getting this all the time now...see below. It appears to be more connected to having a retopo mesh vs voxel projection issue. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 19, 2013 Advanced Member Report Share Posted January 19, 2013 Here are the UVs: Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 19, 2013 Report Share Posted January 19, 2013 At Paint room View Show voxels in paint room is off, right ? -------------------------- I usually select "Merge Vertices" in the baking dialogue. I noticed some time ago that the model came out fine with it checked and not so good without it checked. Since then, it's been a habit. I don't want any overlapping verts anyway. Another tip is to right click on the voxel layers and select "Fill Voids." This (hidden holes within the model) can sometimes cause havoc with the baking process. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 20, 2013 Advanced Member Report Share Posted January 20, 2013 Yes, the voxels are off. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 20, 2013 Advanced Member Report Share Posted January 20, 2013 Aha!!! It was the Auto Smoothing groups option in the baking dialogue. It appears to be a bug or I'm just not understanding when to use it. 1 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted January 21, 2013 Contributor Report Share Posted January 21, 2013 What settings did you choose in Auto Smoothing groups in order to remove the artifacts? I also find the Auto Smoothing groups confusing. My guess is that it is trying to add hard edges based on sharpness of the form...kind of like smoothing groups in 3ds Max, or hardening edge normals in Maya? But the hard edges that 3D-Coat makes don't seem to look very good... I'm not sure if I am doing it wrong, or if it just doesn't work properly... Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 21, 2013 Advanced Member Report Share Posted January 21, 2013 I keep everything default, except for when I want to use UV-Mapping Type Auto vs Keep UVs and/or Texture width and height adjustement. I also learned recently the have it weld vertices, which helps a ton, but I don't even understand why you wouldn't want to have it do that by default. Everything else I leave unchecked. I've run into a few instances where other settings may be useful, but it's usually not necessary. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 22, 2013 Report Share Posted January 22, 2013 i found this Using sharp edges+baking will always give bad result. Edge is starp but texture interpolation is smooth and can't beat that sharpness. So just don't use smoothing groups in import dialog. A mantis request http://3d-coat.com/mantis/view.php?id=685 And a tuto http://www.bencloward.com/tutorials_normal_maps10.shtml Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted January 22, 2013 Advanced Member Report Share Posted January 22, 2013 Late, but useful nonetheless...good find! Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted January 22, 2013 Contributor Report Share Posted January 22, 2013 Ha ha Carlosa! Your quote from Andrew is from a problem report I posted a while back. Here is the full thread: http://3d-coat.com/forum/index.php?showtopic=8787&hl=%2Bseams+%2Bvisible&fromsearch=1 Even though I was able to fix my problem at the time, I still think that normal mapping for hard surface objects in 3D-Coat could be improved somehow. Maybe the Mantis request for smoothing groups is the solution we need. If we could mix smoothing groups with normal maps, that would be fantastic! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.