Uv map Seam issue

Uv map Seam issue

Anonymous
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Message 1 of 25

Uv map Seam issue

Anonymous
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I'm having a seam issue right in the middle of my symmetrical object.

I'm mirroring the uv's but i can't tell if the geometry of my object is the issue or my uv's.

 

1.jpg

 

After mirroring

2.jpg

 

With the normal map

 

3.png

 

It shows an awful seam 

I also tested in marmoset toolbag and the seam still persists

 

Can I have some help here? thanks

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Accepted solutions (1)
5,906 Views
24 Replies
Replies (24)
Message 2 of 25

damaggio
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Every time you mirror and object or combine a copy you need to soften the normals again, I believe is because and object  like that before mirroring has those edges set as hard, since is the boundary of the mesh.

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Message 3 of 25

damaggio
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Also be aware of flipped normals and reusing the same UV shell inverted will give you negative bump maps if you use one.
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Message 4 of 25

Anonymous
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Ty for the answers 

So it's soften already and the normals are not flipped

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Message 5 of 25

damaggio
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Well check that all vertices were merged in the center, and you can try to set new normals again Normals>Unlock normals...then Set normal angle , default 30 should be fine.

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Message 6 of 25

Anonymous
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It's all properly merged i did what you just said and the agressive seam is still there 

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Message 7 of 25

damaggio
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Hmmmm....and there's no hidden face in the center of object, object was hollow when u merged?

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Message 8 of 25

Anonymous
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yeah it is hollow

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Message 9 of 25

damaggio
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Good...try to export as an OBj and import back...set the normals again, see if  it fixes...if not u can zip the file I can take alook.

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Message 10 of 25

Anonymous
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sorry but it didn't work 😞

 

would be very helpful if you can take a look

here is the link:

 

https://www.dropbox.com/s/vrouunw4p0xy9bg/hood.rar?dl=0

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Message 11 of 25

Anonymous
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complete uv.png

 

That's my complete UV, the one i send you is just a part that is giving me problems

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Message 12 of 25

damaggio
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Thanks Luisa...I just opened the file in 2015 and its perfect on my PC...the seem is smooth...gone.

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Message 13 of 25

Anonymous
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So you only opened and loaded the normal and looks perfect? nothing else? o.o

i use maya 2014 though

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Message 14 of 25

damaggio
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that should be okay for 2014 , I notice you have a Normal map, you should not have normal maps with the UV shells overlapping...your new UV layout looks a lot better , you should try to extract a new normal map base on your new improved Uvs.

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Message 15 of 25

Anonymous
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My uv map was like that before too but i only showed you the part is giving me issues 😞

but if you say it is perfect from your computer i might be doing something wrong i have no clue

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Message 16 of 25

damaggio
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That's the part that's giving you the issue, The Hood , you need to sew those uv seems, make one full hood then go to the sculping program you are using and sculpt the other half and extract a new normal map.

The problem is that you are mirroring the uv shells to use a half sculpted normal map....I don't think is gonna work that way.

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Message 17 of 25

Anonymous
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hmm
So i made a hood in zbrush it has both sides it's a complete symmetrical hood. Then i baked it and tried to save uv space mirroring the object.

I need to achieve the better texture details i can get it's the requirement for this item.


I didn't understand the part you said to sculpt the other half
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Message 18 of 25

damaggio
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You cannot have overlapping UVs period.....Zbrush or Mudbox...and there's more I tried to render your Hood and the normal map is not showing on the render...like I said, I'm afraid you gonna need to return to Zbrush and re sculpt the entire hood...you dont need to sew those edges if you don't want, just make sure that both shells are unwrapped "no Overlapping" and extract a new map.

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Message 19 of 25

damaggio
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Accepted solution
The only way to make high detail sculpts is to use Multi Uv channels...that meas putting one half of the hood in one quadrant and the other half in another quadrant of the UV grid...there are several tutorials out there....Idon't think u need that though.
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Message 20 of 25

Anonymous
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So if i can't overlap the uvs do you know how i could get this result? mirroring the object to save uv space? 

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