Different resolution of normal maps for different body parts ?
724782546
Posts: 22
Hi,everyone,I'm trying to edit normal map using substance 3D painter (as a newbee method instead of baking it), and I found that different body parts like torso and arms has different resolution of normal map (just as you can see in the image). It looks totally different even I using the same brush drawing on it . Can this be fix? Or that just because different body part have different UV stretch problem ? Please help,much thanks!
bandicam 2024-08-26 00-51-57-038.jpg
1306 x 734 - 225K
Post edited by 724782546 on
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It is essentially the UVs - there isn't a perfect way to map anything much more complex than a box, and humans are much more complex than a box.
I was bold to say that people even could find this sort of issue on every G8/G9 character product ~~
Maybe you can firstly check this thread in which we ever discussed some relevance: https://www.daz3d.com/forums/discussion/697141/udim-seam-genesis-8-in-substance-3d-painter
Thank you Richard, yes after offered all my attempts trying to make it right. I realized that it's the UV problem, what a shame.
Thanks mate. I've dived into the thread you concerned, it seems that the only way havm't tried is baking texture from high model, I will start from there. The problem I mentioned can't be fix by editing texture I guess.Thank you anyway.
No problem ~ Yea, as for baking HD mesh, since I found those non-seamless issues on Daz Originals characters as well as on other PA's character, I really didn't think that should be the workflow when they make textures, so I gave it up.
But anyway, pls feel to try and let us know the result if possible. Thank you man !
Yep,I've tried to bake from high poly model, and it seems that texture generated from high model can solve seam problem in somehow( see the images I attached, those are normal maps I generated from high poly, though not as fine as I posted before ). On the other hand, we still can't get rid of those blury problem on the edge. It seems that UV stretch causing these problem, too bad.
Thank you for the feedback ! I still don't think that is UV stretching issue 'cause the figure just has the default A-Pose. It should be just an issue of different texel resoluions on the seams ~~ it's a shame.