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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Apr 2007
Posts: 11
| Question about seams problem
Hi I am wondering about this seam problem everyone has with hexagon. I want to paint my models in hexagon but I need to export them to go into a game engine and rendering programs. I tried exporting a quickly painted model which only had a spherical uv applied. I saw some seams on the model when I imported it to another program. Is this just because of hexagon's uv mapper? If I uv unwrap my model in ultimate unwrap 3d then import to hexagon and paint then export will there still be the seam problem? I don't yet have ultimate unwrap so I can't test it. I am just wondering if this will fix the problem before I buy anything. Thanks for your answers. |
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| | #2 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,367
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the seam problem is from Hex's painting tools (not the UV tools). So no matter if set up UV's in an external program, Hex will still show cracks on the seams. The only suggestion is to be careful and place your seams in hidden areas (as this is always a good practice anyway!) shorty |
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| | #3 (permalink) |
| Vertex ![]() Join Date: Apr 2007
Posts: 11
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Thanks shorty. That is quite unfortunate. Has anyone developed a work a round for this issue? Unfortunately in my game engine with the types of models I am using there is no way to hide gaps in the seams. The ability to 3d paint is one of the reasons I am favoring hex over silo.
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| | #4 (permalink) |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,367
|
You could try to fix it up in a 2D paint program. Or take the model to a rendering program, make a seamless procedural texture which closely mimics the painted texture, then bake it to a new image. Take the 2 images and composite them in PS or Gimp or whatever, then apply in your game engine. It might be good enough for nobody to notice it... If i were you i would probably start in the reverse order to get better results. Bake a procedural texture first so you have a seamless image, then paint your details in Hex, then composite the 2 images in PS, then apply in game engine... shorty |
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