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Seams on MDB Head Mesh


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8 réponses à ce sujet

#1
drechner

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I'm seeing some really ugly edge seams on my head mesh and I can't figure out what's going on. When in MAX or as an OBJ, it looks fine. When I export the mesh as an MDB, the ugly seams appear. Does anyone know how to fix this? Thanks in advance!

 

Before

NyUM4tL.png

 

After

X5sDLrD.png

 

Before

XSOWYNu.png

 

After

Js0bM1V.png



#2
rjshae

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In Blender I usually fix obvious seam issues by choosing an appropriate range of faces, then using remove doubles and varying the applicable separation until I get the result I want. Not sure if that is applicable in your case though.


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#3
Tchos

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When I re-import MDBs into Gmax, even if I just saved them and they look fine in-game, when they're re-imported some vertices will have become unwelded and smoothing can't work on them.  Saving again in this state causes the seams to appear in-game.  Re-welding the vertices before exporting fixes the problem.


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#4
drechner

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Thanks for the help, guys. It looks like I was able to "auto-smooth" it again without an issue, though there are small, but visible seams in-game. It's much better than it was previously though.



#5
Nagual

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You will always have very little seams at the place you cuted when you made your uv.

During my quest of the unseamed stone,after many fight,i learned it come from the fact when you do your uv,the vertex on the seams split in two vertex with different tangency.(seems it s the way shadder actually work).So it doesn t use the smoothed tangency but two different (one for each polygone face)..

A good way to understand the thing is to use your normal map as diffuse and check the color on the seams,it has discontinuity.

 

That s why you usually try to hide them on your model.Kinda hard on a baldy guy..

 

There is two way to escape this,

-repainting on the seams the normal map to have color continuity

-Adding a loop on plane polygone.(so the splitted vertex will have same tangent)

 

http://t0.gstatic.co...VR0H30LU2nUXzZM

 

I precise it s for people baking hight poly model to low poly one to get theyr normal map.

 

Last hope is to have a shader that work better and keep the smoothed tangent for splitted vertex.

 

 

Edit : I still have this to try that could avoid some issue.

 

http://www.handplane3d.com/index.html

 

handplane is a new tool designed with the goal the of solving tangent space mismatch issues for everyone. handplane works by combining an object space normal map with a lowpoly model to create and engine specific tangent space map. This means that artists can continue using their existing baking software to create tangent space normal maps synced to the following engines:

3dsmax
Maya
Unreal
Source
Unity

Baking and displaying tangent space normal maps can be thought of as an encoding and decoding process. For everything to work correctly, the specific math used to bake the normal map needs to match how the game engine renders the normal map. Unfortunately, most baking tools and game engines use a unique approach. This mismatch can be seen as shading errors on your models. If you have baked normals before you have seen these errors in the form of gradients and lighting artifacts. To fix these problems artists need to use additional geometry in the form of supporting loops or smoothing splits- both of which inflate the vertex count of the asset.


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#6
-Semper-

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When in MAX or as an OBJ, it looks fine. When I export the mesh as an MDB, the ugly seams appear. Does anyone know how to fix this? Thanks in advance!

 

before exporting always triangulate your meshes and check the smoothing groups! game engines can only render tris and will automatically split the quads (the exporter does this in your case), which creates those smoothing issues.

 

ps: your model looks way too dense. try to lower the polygon count by hand. where there's no change in shape there doesn't need to be an edge, if it's not needed for animation to maintain volume.


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#7
Eguintir Eligard

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Isn't the export settings in the mdb exporter including welding and mesh handling settings? Don't these apply?

#8
-Semper-

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do you refer to the triangulation of the mesh? despite options the exporter still splits quads automatically. it's in every case better to do this manually to notice unwanted issues.



#9
Tchos

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Isn't the export settings in the mdb exporter including welding and mesh handling settings? Don't these apply?

 

I know there are others, but the plugin I'm using for Gmax doesn't show any settings or options during export.