Maya 2020 fundamentals - modelling the real world
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# 76 26-02-2005 , 01:27 AM
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HI guys!!!

this is the colour map+bump map....now ill go over to specular map...and then ill do the body.The time runs away...

I have a problem i dont know why but when i make a close up render then the two parts of the texture or where its supposed to be mirrored seem to create a seam where no shall be...how can i get rid of that ???

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# 77 26-02-2005 , 01:29 AM
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this is the error:

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# 78 26-02-2005 , 01:31 AM
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here is some bumop demonstration of his neck:

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# 79 26-02-2005 , 01:51 AM
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Do the normals on the face shield match? It looks as though the bump is inverted on the mirrored side, and the seam appears because of the bump's simulation of shading depth being reversed.



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# 80 26-02-2005 , 01:55 AM
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it looks to me as if the bump map on on the mirrored side is reversed. Perhaps, the faces on the mirrored side need to have normals reversed. I don't know. Check normals by going, display>polygon componants>normals. If thats not the problem, perhaps it is the hard edge between the two halves. Select all the joining vertices, and merge them then select the the center edges and soften them. Hope that helps.

# 81 26-02-2005 , 02:14 PM
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hi guys
nothing of it helped im sorry.All the normals are facing outwards perpendicular as they shall and the halfes are merged together and the edges are softened where the two halfs touched each other.....i hope and think that its just my video card that makes some troubles.....maybe i have to change the texture resolution quality or how its called....
You see on the top image that the bump map is simuliced very well maybe its an issue of distance and video crad...


Last edited by Dragonhawk; 26-02-2005 at 02:17 PM.
# 82 26-02-2005 , 02:24 PM
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maybe i have to reverse the normals of the WHOLe master chief????

# 83 26-02-2005 , 03:49 PM
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oh i only get that effect when i ombine those two parts....hmm...i dont understand that

# 84 26-02-2005 , 05:26 PM
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okay, how about unlocking the vertex normals then resetting the face normals?



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# 85 26-02-2005 , 05:56 PM
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uhm...whats that??? how to??? lol

# 86 26-02-2005 , 07:16 PM
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To unlock the vertex normal... select edit polygons-->normals-->set vertex normals-->option box. From the option, check unlock vertex normals and apply. The vertex normals are similar to face normals, in that the specify the X, Y, Z, orientation for a vertex.

Once you've unlocked the vertex normal, try resetting the face normal again.



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# 87 27-02-2005 , 02:36 AM
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Actually, Dae was having the exact same problem, check his thread out, all he did was reverse the faces on half the model


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# 88 27-02-2005 , 02:40 PM
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Just flip the uv for that side in the texture editor and then sew both halves together .

_J

# 89 27-02-2005 , 02:56 PM
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k i do what jay s saying....but i dont think i get that master chief 100% done so i hope it will sufiice for the noob challenge

# 90 01-03-2005 , 03:38 PM
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THis is my Master chief without glow effect...ill add it for the final image....

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