ZBrushCentral

Visible Unrawp Seams at render

Hi guys,

I have created a monster model at zbrush that first i painted with texture maps and then i unrawped it and send it with Goz at 3ds max. Here is the problem, when i render at 3ds max if the camera is focused at the model i can see the unrawp seams. The seams are not blending very well together. It is natural? Any ideas why is this happening? Any solutions? Also the same happens when i exported it as FBX from Zbrush so i dont think that is Goz problem.

Thanks a lot!!

Try to solve it with the option tool>texturemap>fix seams

Well i try it but no results. Something that i notice is that when i put some lights it look more fine. But its ok i will not do super close ups and i think i will be fine… Thanks for your time…

If the seams are noticeable on a color texture map, your issue might be caused by a lack of texture padding (especially if the image is being mipmapped). Zbrush should let you increase the padding to 16 pixels (‘uv map border’, http://docs.pixologic.com/reference-guide/tool/polymesh/uv-map/) , though I’m not sure if that will be enough for really large textures.

If the seams are coming from a normal map that has padding, then it might be the result of the normal map not having the same tangent basis as the renderer.

Well thanks for the good advise i can understand a little better now these stuff. Also i fixed it differently. Here is the solution that worked for me. The problem was with the Normal Map and when i was render(3dsMax) i was getting some deformations around the seams. To fix this i went at Material Editor in the Normal Map that i have assign at my model and i change the Method from Tangent to Local XYZ or Screen or World all this work fine for me. Also if someone have problem with the seams at the texture map may help if choose at the tab Bitmap Parameters->Filtering->None. :wink: