Game Development Community

Shading Normal Map UV sceam line bad

by Adam Wilson · in Artist Corner · 06/15/2006 (9:21 am) · 5 replies

Is there any way to get read of the bad shadowing on a characters it is casting bad shadows by the UV texturing. Using Max 8.

Here is the Matiral.cs file for the head I am current working on
new CustomMaterial(SoldeirHeadBump)
{
	texture[0] = "~/data/shapes/Sholdeir/head_hands.png";
	texture[1] = "~/data/shapes/Sholdeir/head_amr_normalmap.dds";

	shader = Normal;
	mapTo = "head_hands";
	pixVersion = 3.0;

	specular = "0.3 0.3 0.3 0.3";
	specularPower = 5.0;
};

Here is the image.

www.adamthomaswilson.com/21csi/uvSeamLine.jpg

#1
06/15/2006 (9:23 am)
I see nothing.
#2
06/15/2006 (9:26 am)
Here you go... and this is for TSE..
#3
06/15/2006 (9:36 am)
As I understand it lighting is spread evenly over the section of geometry that's assigned to the normal map. But this stops at the borders of the map which produces the seam you show in the pic. So basically this requires you to be clever in the way you layout the maps on your models.

I've run into this too and there are really only two ways to deal with it. One is to arrange the maps in such a way that they match with naturally occuring seams in the model. Say for instance a mold seam in a cast metal part. Or, if you don't want seams to show, you can cover the seam with another piece of geometry. In the case of your soldier model that seam should be covered if he is wearing a helmet.

Hope that helps.
#4
06/16/2006 (5:49 am)
Yeah, normal maps ALWAYS create seams. It doesn't matter if the pixels on different pieces line up, you're going to get lighting seams. So the moral is if you're using normal maps, do exactly what N R is suggesting and either get creative with how you're unwrapping or simply cover the seam up with hair or a helmet or something of the sort.
#5
06/19/2006 (12:29 pm)
I fixed my problem I think at least I toned it down. Thanks for all your help..