Visible seam in Arnold render
Not applicable
11-01-2018
09:13 AM
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I've been having a lot of issues with seams. I created a sculpt in ZBrush and did some polypainting then exported the textures and model into maya to render with Arnold. When I render I can see visible seams from when I cut the uvs. The thing is, I hand-painted the model in ZBrush so technically there shouldn't be any seams, so I'm wondering why the textures don't match up exactly in Maya.
I simply applied an ai Standard Surface shader and plugged the albedo maps in the base color and set UV tiling mode to UDIM (as I have multiple uv tiles).
Also, I was using some 3D scanned assets from Quixel megascans and it too had seams. I don't know if it's their models or that I didn't apply the maps correctly in Maya.
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