Could anyone suggest a possible workflow to remove texture seaming on complex objects. From a distance in looks fine but the closer you get, the more noticeable it gets.
As seen below.
Could anyone suggest a possible workflow to remove texture seaming on complex objects. From a distance in looks fine but the closer you get, the more noticeable it gets.
As seen below.
Some things I do…
Awesome. I’ll give these a try.
Hey …I noticed that on your Brazier, one of the comments was about the seams…
I took a look at it and it wasn’t really just the seams ( though they could have been a bit better ie: not so many on the circular parts…
It was actually the UV map was right to the border of the UV, that single edge along the map will be a line on the finished mesh…better if you move the UV inside the line, and it will make most of the “seams” vanish…
I’ve noticed that if I smart UV unwrap then they’re very obvious and that’s the go-to method for UV wrapping for video games especially because I’m baking multiple assets onto as little maps as possible.
I bake with 1 - 4 pixel margin but I used to only use half UV map and received lots of complaints saying that I was wasting space in the UV maps and top take it right up to image bounds to maximize space.
I’m in a situation where I can’t win with the Skyrim community. I get complaints because of UV seams, too large of file size, too high of poly count, too low of poly count… the list goes on and on. Now, I’m just bringing a mod to the community just leaving as is. Hell, I even got moaned at for using seamless textures ripped from Megascans and leaving as is… instead I’ve got to UV unwrap them. I’m kinda done catering to whims of every Tom, Dick or Harry. People like, download and enjoy my mods which is good enough for me.
I’d be interested to know your source for this. I’ve studied quite a few different game models from a wide variety of games. In my experience, this isn’t the case. Most video games I’ve seen use (their software equivalent of) Follow Active Quad with perfectly straight X and Y edges to optimize as much space as possible, Lightmap Pack, or custom seams
Mainly from video game design tutorials tutorials, tips and tricks and guides.
Hi there,
The only seam I see is the one on the main cylinder of the hinge, as @RSEhlers mentioned, a seam behind can solve it.
Now if you created the asset, you can solve it, if the texture is baked then not really, maybe painting over it on a different texture then mixing it then baking it together again
The best approach in my opinion is to use either procedural texturing, where there is no need for seams, maybe just to fill UV space better, and maybe turning X and Y into perfect lines as @joseph mentioned.
Otherwise you can use seamless textures but in some cases, tiling is hurtfully apparent, there are great ways of hiding it. Check the two vids down below.
You can even mix PBR maps with procedural solution as an optical tuning, just some food for thought.
+1 is to use HQ photoscan assets but it basically means megascans which you can only use truly free if you work in UE I guess but I’m sure there might be other sources of specific assets photoscanned that are cc0.
By the way, even AAA companies are sloppy as hell sometimes. I love FarCry and AC, but Ubi quality control sometimes… I literally HUNT for seams and stretched textures in these games and they even leave seams on a tree at a super relevant place
Then I’m pretty satisfied with myself when I create and bake a better looking asset in Blender
For the hide seams vids:
Cheers
The main issue is with nit-picking mod authors downloading your mod to scrutinize instead of appreciating it from an artistic point of view.
This is the view in-game, the line down the hinge comes from the shadow and not the texture… should it even matter?
Only you can answer this, as only you know the needs and specifications of your specific modding community.
That being said, personally, I don’t think it matters at all, the screenshot you share is of perfectly acceptable quality I think people that go over game mods with a fine-toothed comb looking for errors are missing the point. If you want perfection and you think you can do better than the mod creator then do it yourself.
I apply the same philosophy to people that come on here and rip apart finished project submissions- if you can do so much better, then do it yourself, otherwise, you have no room to talk.
That isn’t to say that constructive criticism is a bad thing - it’s a good thing, and it’s the only way to improve. I just mean that in this case, complaining about seams is not constructive criticism. You can’t even see the issue in-game