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dexsoft

Normal Map Seams

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I am using simple rock in sculpt room, then I apply Autopo with instant meshes.

Then I make UV maps.

When I want to bake normals whatever settings I use I am getting normal map seams on UV islands. Very Ugly.

Is it something in bake settings. Am I doing something wrong :( ?

I tried different baking options, always same ugly seams on mesh.

Can you give me simple settings for good bake. Simple rock in sculpt room, I make retopo with some 2000 polygons, then UV by hand or automatic seams and bake.

THis rock goes to unity and there are also seams visible

normalMaps.thumb.jpg.8e9f4f2ca770bf87115507ce5b8d89d2.jpg

Edited by dexsoft

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Hi

Try using another shader on Sculpt room.

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I used green clay and it lowered problems but thy still exists. Why you even keep this basic shader if makes this basic problems? 

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Could you share the model to take a look ?

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I was seeing your model and unfortunately the original already has those marked edges, it is not a problem of shader or bake.
You would have to soften the parts where the cuts are seen and detail more the edges. It is a job to perform in sculpt room before baking it to paint room.

Paint.jpg

Original.jpg

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Just look image I shared. I know this model needs smoothing but I am talking about visible seams. I tried to smooth out sculpt mesh but same visible seams on baked mesh

 

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Shift+W show seams on/off

Sorry but cant find any issue on edges seams on your bake.

seamsoff.jpg

seams.jpg

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If you means this spots, try changing inner/outer scan settings Before baking.

And avoid face overlaps.

 

overlap.jpg

bake.jpg

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Exactly.

Baking is the process of creating textures from one mesh to another, or from one texture map to another, with different UVs. The Baking tools in 3D-Coat allow you to bake a number of different ways:

  • From a Sculpt Object to a Retopo Object
  • From a Paint Object to a Retopo Object
  • With Texture Baker to Retopo Mesh
  • With Texture Baker to mesh file externally from 3D-Coat

Baking will create a depth map (or color, spec, etc. if you are baking from a Paint Object) based on the delta from the original to the target mesh.

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I just pointed out that i used simple rock in sculpt room, made automatic uv and bake with simple baker from sculpt to retopo mesh and no matter what setting I use I get visible seams on normal map where uv islands edges are.

When I used green clay shader i got fewer seams. After that i smoothed sculpt mesh and that too lowered number of visible seams.

I think one good idea would be to give us one perfect material for baking so we use that not to get any seams. Why we need to experiment for such a basic things like simple bake.

I really love 3dcoat and I am using it now more than 3-4 years.

I think it is best software for 3d painting. 

 

 

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Hi 

I am using version 4.9.03 and sorry, but cant see any visible seams.

Is this video useful for you ?

 

SEAMS.jpg

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