SlipperyBrick Posted May 15, 2015 Share Posted May 15, 2015 Hi Guys, So I am working on the art for myself and Nick's project. I am running into some problems when using the 'diffuse+normal+specular+displacement.shader' on our models. The results are brilliant but I am noticing that when I have my height map loaded into the displacement slot for the materials, our models seams (or edges rather) are very visible. Here is a screenshot: We are building our map in a modular fashion just to make it easier to build the level. How can we get rid of these tremendous gaps between our models. All models snap to the grid perfectly so nothing is 'offset'. Any advice or help would be much appreciated Quote Link to comment Share on other sites More sharing options...
Daniel0213 Posted May 15, 2015 Share Posted May 15, 2015 Same problem here. 1 Quote CPU: Intel Quad core Q8400 / GPU: Nvidia GTX 660 / RAM: 6GB DDR3 1333MHz / Windows 8.1 (x64) Link to comment Share on other sites More sharing options...
nick.ace Posted May 15, 2015 Share Posted May 15, 2015 It's the displacement map. Displacement maps change the perceived geometry, so you get warping effects on edges like this, but a normal map won't do this since normal maps only take into account the lighting properties of the surface. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 15, 2015 Share Posted May 15, 2015 Yep, your texture coordinates were off before, but now it is very very noticeable. Because of this, tessellated geometry has to be modeled very carefully. You might just use a parallax effect instead, as it will give roughly the same effect and not have such strict geometry requirements. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
knocks Posted May 16, 2015 Share Posted May 16, 2015 With modular design sometimes it’s best to piece together larger sections in your modeling application and weld them. You still benefit from all the modular benefits but can selectively choose where to hide such issues with other geometry or pieces. 1 Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
YouGroove Posted May 16, 2015 Share Posted May 16, 2015 Recalculating normals treshold should fix it using flat surfaces instead of smoothing groups. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
SlipperyBrick Posted May 17, 2015 Author Share Posted May 17, 2015 @YouGroove. After messing around and recalculating the normals it was me being stupid again. I was putting in the wrong value for the normal angle. Here is where the tunnels meet: The models need a bit more fixing up but pretty cool results. I got a lot more models to make but with this problem out of the way its one less thing for me to clean up Nick has done some sick stuff in regards to programming and starting with our game play mechanics, I will get another blog done for the progress we have made 1 Quote Link to comment Share on other sites More sharing options...
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