Problem with seams

Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Mon Feb 18, 2019 1:03 pm

Well, tested the theory. It works. And it is really simple. Just opening file in photoshop and inverting green channel fixes most seams.
Nothing else is needed. I will try to fiddle with some setting and will post what I will find.
P.S. Did not touch face, just inverted green channel in photoshop of body nm texture.
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justgreeninvert.jpg
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Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Mon Feb 18, 2019 2:55 pm

Wow. Now I tried again in the same way and it refuses to work showing same seams. Sooo weird...

SABL3BLU3
Posts: 41
Joined: Tue Jun 06, 2017 7:04 am

Mon Feb 18, 2019 3:47 pm

I can provide normal maps for all of the vanilla blue-eyed face variants, too.

Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Mon Feb 18, 2019 4:11 pm

SABL3BLU3 wrote:
Mon Feb 18, 2019 3:47 pm
I can provide normal maps for all of the vanilla blue-eyed face variants, too.
I really appreciate that, but I still want to find proper solution without doing 5 or 7 steps. I am stubborn, yes :D And it is just more out of artistic curiosity.
But damn, why did it stop working doing this way. Probably checked some kind of an option doing normal map export and forgot about. Oh well, probably need to sleep more regularly so brain does not get messed up :D

oi__io
Posts: 29
Joined: Sat Feb 03, 2018 4:13 am

Mon Feb 18, 2019 7:28 pm

Selphadur wrote:
Mon Feb 18, 2019 2:55 pm
Wow. Now I tried again in the same way and it refuses to work showing same seams. Sooo weird...
Sigh. In my Steam guide page you said it's not working because you're using vanilla normal map. Why are you still using vanilla normal map and expecting it to just work? I already provided a viable solution that you only needed to go through one time. If you want to try doing it yourself I suggest you reread the step by step instruction in my post properly. I mean SABL3BLU3 has confirmed that the method works so I guess it's not a fluke on my part.

You can't just use vanilla normal maps on your custom mesh and expect it to work the same as inverted green channel version. Even if you try to do it yourself, you can't just invert the green channel and export it again because the Nvidia dds plugin will rearrange the channels again when you export it. I mean, it's all there in my post. I think I've explained it clear enough.

If you wanted to try a different method, go ahead. But please don't simply dismiss my suggestion by saying it doesn't work if you're doing your own thing. I applaud your effort in finding your own answer and I hope you will find a solution that you're happy with.

I hope you'll continue posting your finding in this thread. I'm sure it will be of use for future reference. I think at this point it is safe to say that we've moved on far beyond the scope of my guide so there's no need to post there as well. Good luck with your scientific endeavor! :D

Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Tue Feb 19, 2019 12:59 pm

oi__io wrote:
Mon Feb 18, 2019 7:28 pm
Selphadur wrote:
Mon Feb 18, 2019 2:55 pm
Wow. Now I tried again in the same way and it refuses to work showing same seams. Sooo weird...
Sigh. In my Steam guide page you said it's not working because you're using vanilla normal map. Why are you still using vanilla normal map and expecting it to just work? I already provided a viable solution that you only needed to go through one time. If you want to try doing it yourself I suggest you reread the step by step instruction in my post properly. I mean SABL3BLU3 has confirmed that the method works so I guess it's not a fluke on my part.

You can't just use vanilla normal maps on your custom mesh and expect it to work the same as inverted green channel version. Even if you try to do it yourself, you can't just invert the green channel and export it again because the Nvidia dds plugin will rearrange the channels again when you export it. I mean, it's all there in my post. I think I've explained it clear enough.

If you wanted to try a different method, go ahead. But please don't simply dismiss my suggestion by saying it doesn't work if you're doing your own thing. I applaud your effort in finding your own answer and I hope you will find a solution that you're happy with.

I hope you'll continue posting your finding in this thread. I'm sure it will be of use for future reference. I think at this point it is safe to say that we've moved on far beyond the scope of my guide so there's no need to post there as well. Good luck with your scientific endeavor! :D
I did say my method stopped working for some reason :D It was some kind of a setting in Nvidia DDS exporter that made it simply inverting green channel to work. Also it seems it is not only Nvidia DDS plugin is rearranging channels, Gimp DDS plugin shows same behaviour :D Anyway I will use your map in next update and give you a credit or will just completely make my own diffuse and normal maps :D

Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Tue Feb 19, 2019 1:00 pm

And I do believe your method works great as I tested your textures. Just wanted to find a way to make it simply work during simple export. But it seems it does not work 100% as I forgot which export setting I used.

Selphadur
Posts: 18
Joined: Fri Feb 15, 2019 7:52 am

Sat Apr 13, 2019 5:18 am

Devs fixed inverted channels during export with exporter update and there is no need for fix mentioned above. Although neck seams are still visible, but it is way better than before and there is no need to invert green channel anymore.

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