alexhuerga Posted January 8, 2020 Share Posted January 8, 2020 How can I blend uv seams? the body parts have different resolution because no need so much detail everywhere There's no problem in diffuse, but bump and normal seams are a disaster https://drive.google.com/file/d/1BnX81d7Y7EtT5difEUyNJIKIdT_p3CIZ/view?usp=sharing Link to comment Share on other sites More sharing options...
John Dollus Posted January 8, 2020 Share Posted January 8, 2020 Are you using world space or tangent space methods for baking the bump and normal maps in mudbox? Link to comment Share on other sites More sharing options...
alexhuerga Posted January 8, 2020 Author Share Posted January 8, 2020 Thanks for replying. I think it's tangent, it's the default state when you open mudbox. I'm trying to use the clone tool to blur the limits, but its not working... maybe there'e a way to blend the limits in 3ds max? https://drive.google.com/file/d/1TcXs7LEZvnnUUOuEqAI3ca8tKJKXeuqd/view?usp=sharing Link to comment Share on other sites More sharing options...
John Dollus Posted January 8, 2020 Share Posted January 8, 2020 That's likely the issue. Normal and bump maps need to be baked using world instead of tangential. If you search on the autodesk support site, there's a lot of discussion on the issue going back years. Link to comment Share on other sites More sharing options...
alexhuerga Posted January 9, 2020 Author Share Posted January 9, 2020 OK, thanks Link to comment Share on other sites More sharing options...
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