Advanced Member worldcrafter Posted April 13, 2014 Advanced Member Share Posted April 13, 2014 I Havant used 3dcoat much and ive been trying to retopologize and uv map without success. ou As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems. These look like the most important things for me to learn, so if anyone can help me out, that'd be great Quote Link to comment Share on other sites More sharing options...
Javis Posted April 13, 2014 Share Posted April 13, 2014 The thing I would recommend doing, is checking how the object looks with the textures in whatever render or game engine you plan on using. A lot of the times, the seams show up like that in 3DC, but don't show up elsewhere. Also if you want, I can check the file out for you, you can send it to me in private if you wish. Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 I find it is usualy the other way round Quote Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted April 13, 2014 Advanced Member Share Posted April 13, 2014 how about moving the seams inside? like one row of poly's up. Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 I don't get what you mean about moving the seems inside, how do i do that? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 13, 2014 Contributor Share Posted April 13, 2014 I believe he is suggesting that the seam should be in the next row of polys behind the rocks instead of on top of the rocks where it is most noticeable. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 14, 2014 Reputable Contributor Share Posted April 14, 2014 On a model like that, I would just place the seam going around the bottom only. 3DC will lay out the the whole top section flat... You will only have two islands. A bottom and then the whole top section. If the bottom will not be seen by the camera. you can scale that uv island smaller and scale up the other uv island so it gets more uv texture space. I would maybe changed the way you retopoed the mesh but that is another story... Quote Link to comment Share on other sites More sharing options...
Javis Posted April 14, 2014 Share Posted April 14, 2014 On a model like that, I would just place the seam going around the bottom only. 3DC will lay out the the whole top section flat... You will only have two islands. A bottom and then the whole top section. If the bottom will not be seen by the camera. you can scale that uv island smaller and scale up the other uv island so it gets more uv texture space. I would maybe changed the way you retopoed the mesh but that is another story... That is what I would do, but I was under the assumption that he really needed the UV seams to be where they were, or he wouldn't have placed them there. I am probably wrong on this. I guess the question is, do you really need the that particular retopo mesh? If so, do you need the seam at that exact location? The issue you're having, is two pronged: the Retopo mesh, and the UVs derived from having that retopo mesh. You could simplify the geometry you have for the retopo mesh to a primitive cylinder, place a seam along the bottom edge, and call it good. Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 (edited) Here is another (and better) example - and when i merge to normal map i get nasty stuff where the seams were and in unity u can see where the seems where Edited April 20, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 20, 2014 Share Posted April 20, 2014 will you please share this project ? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 Ur a moderator, why r you joking around instead of helping? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 20, 2014 Contributor Share Posted April 20, 2014 He's suggesting that you "share this project" so as to see why such a seam is visible (a lot of us don't get seams like that). Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 OK ill share my project its a rock wall... oh but its a load of crap cos i cant uvmap and retopo it Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 sry i misenterpreted ill upload tomorrow Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 20, 2014 Share Posted April 20, 2014 its ok. dw Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 I managed to make something that didn't have visible seams ( By making it higher poly), but what ime more concerned about, is the result in unity It's not lit properly - it doesnt have that seem in 3d coat Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 20, 2014 Share Posted April 20, 2014 in unity test to invert Green (in NM) Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 (edited) How do i do that? i inverted the normal map (not the green, dunno what that means) and the models lighting looks a whole lot better, but the lighting seems are still there Edited April 20, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 20, 2014 Share Posted April 20, 2014 Hope this help http://3d-coat.com/forum/index.php?showtopic=15232&hl=unity Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 20, 2014 Author Advanced Member Share Posted April 20, 2014 (edited) Thanks, i changed export preferences for maya/blender instead of 3ds max Its all sorted now - this thread is really messy - Why cant i delete my thread? (allowing that would make the forums much tidier) Edited April 20, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 20, 2014 Contributor Share Posted April 20, 2014 But "messy" preserves the historical record. Quote Link to comment Share on other sites More sharing options...
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