Member paqwak Posted July 17, 2010 Member Report Share Posted July 17, 2010 Hello, I probably miss a setting somewhere, but is it actually possible to avoid ugly uv seems when baking normal (or any other map) from a voxel model. Should be the most basic feature, but I can't have any good result so far. So here's a simple voxel model And here's the result using the quadrangulate for ppp - Using default settings / no occlusion / Initial sub = no, UV = auto-mapping, uv-set= No smooth, 1024*1024 texure Here's a closup of the normal + uv in modo, I can understand why seems are so visible. So there is no 'expand uv border size' process in 3dcoat to filter the image near uv seams ? Or am I doing something wrong ? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 18, 2010 Report Share Posted July 18, 2010 For me it has always just done it by default. There are settings for it in the preferences though, maybe it got turned off or something. Quote Link to comment Share on other sites More sharing options...
Member paqwak Posted July 18, 2010 Author Member Report Share Posted July 18, 2010 For me it has always just done it by default. There are settings for it in the preferences though, maybe it got turned off or something. Hi philnolan3d, Well I don't see any option about this uv border extend, there is an option for the padding, but it seems to just extend uv island border with a neutral blue, that doesn't really help. Here's for example a normal baking using modo, with an extend of 4 pixels for the uv seems ... it doesn't remove seems continuity problems completely, but the result is so much better. ... I still think/hope I miss the option somewhere :/ Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 18, 2010 Report Share Posted July 18, 2010 The padding happens when you export the texture images. When you export see if there is an option there. Quote Link to comment Share on other sites More sharing options...
Member paqwak Posted July 18, 2010 Author Member Report Share Posted July 18, 2010 The padding happens when you export the texture images. When you export see if there is an option there. The only option is the padding size, but not how the padding is made. So to summarize, 3d coat padding just fill uv island border with a constant blue color on x pixels, while modo padding actually extend the texture at the the uv island border. The question is, is it a bug in 3d coat ? or is it how 3dcoat padding is suppose to work ? Thanks for you help Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 18, 2010 Report Share Posted July 18, 2010 It may well be a bug, I've never seen it do that before. Normally the color extends straight out. In the example below you can see where the the "skin pores" end is the edge of the UV map, the the color extends further a bit. Quote Link to comment Share on other sites More sharing options...
Member paqwak Posted July 18, 2010 Author Member Report Share Posted July 18, 2010 It may well be a bug, I've never seen it do that before. Normally the color extends straight out. In the example below you can see where the the "skin pores" end is the edge of the UV map, the the color extends further a bit. Great, that's indeed what I was expected. I'm actually using the 3.3.01 Cuda DX64 ... can you tell me your version sir ? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 18, 2010 Report Share Posted July 18, 2010 3.3.08 Find it in the Updates thread.Though I made that texture several versions ago. Quote Link to comment Share on other sites More sharing options...
Member paqwak Posted July 18, 2010 Author Member Report Share Posted July 18, 2010 3.3.08 Find it in the Updates thread.Though I made that texture several versions ago. Hello, Padding seems to work fine with the 3.3.08 ... thanks for your input philnolan3d. Quote Link to comment Share on other sites More sharing options...
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