Jump to content

Seams (Modular Components)


SlipperyBrick
 Share

Recommended Posts

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:

 

vZjQ3zp.png

 

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 biggrin.png

Link to comment
Share on other sites

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.

  • Upvote 1
Link to comment
Share on other sites

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.

  • Upvote 1

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

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.

  • Upvote 1

My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = >

Link to comment
Share on other sites

@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.

 

ZydYk6Z.png

 

Here is where the tunnels meet:

 

olURWQU.png

 

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 biggrin.png

 

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 smile.png

  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...