Skin seams on purchased Ashan 8 model...driving me crazy

Hi there

New Daz user, mid-level C4D abuser...

I purchased the Ashan 8 character, but on first load, in Filament view, the character has seams all over which are still there on export as .OBJ with material library...

No amount of subdivision will cure it at certain distances...Looking at the UV's, all appears OK, a good few mm of overlap and so on. And yet, the bugger will not display without these awful seams.

It *seemed* (hah, see what I did there?) as if exporting the OBJ at max mesh subD had helped, but not completely, and who wants a mesh that dense in a big scene anyway?

Any tips? Any Ashan 8 users with major seams in the viewport? *

Any help much appreciated.

* Rendered in IRay there are no seams :shrug: But I want to export and render in Arnold. So not much good to me atm.

Comments

  • margravemargrave Posts: 1,822

    A picture would help--albeit make sure there's no nudity or else it'll get removed.

    If the seams are bluish, that implies the Subsurface Scattering didn't export correctly.

  • I'll grab a pic shortly. No bluish seams, they just look like the textures are too tight to the seam and there is background white bleeding through.

    I've figured how to fill in the UV canvas using either 'Context Dependent' delete or the free 'Solidify A-F' plugins for Photoshop from Flaming Pear...that seems to solve the exported mess, at least, although it's a right chunk of work to have to do on a paid asset that claims to be 'Bridged' to everything.

    Same result using the Bridge.

    It's weird, cos the Iray renders have no seam, and the materials are awesome. I'll have to *do all the work on the UVs* then see if I can get a similar look in Arnold and C4D.

    Thanks for the reply, I'll return with a pic shortly :)

  • Thar she blows...frown

    Ashan seams.png
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  • QuixotryQuixotry Posts: 912
    edited November 2021

    That looks like you're viewing it through the Filament preview. Is that correct? [EDIT: Ah, I see that you've mentioned that in your first post. My mistake for missing it.]

    I tossed Ashan's textures onto the figure in a scene I'm working on, and tried both preview modes and can confirm that Filament shows the seams, but the Iray version looks normal.

     

    Filament Preview.jpg
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    Iray Preview.jpg
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    Post edited by Quixotry on
  • margravemargrave Posts: 1,822

    Quixotry said:

    That looks like you're viewing it through the Filament preview. Is that correct? [EDIT: Ah, I see that you've mentioned that in your first post. My mistake for missing it.]

    I tossed Ashan's textures onto the figure in a scene I'm working on, and tried both preview modes and can confirm that Filament shows the seams, but the Iray version looks normal.

    Yet another good reason not to use Filament. 

  • Quixotry said:

    That looks like you're viewing it through the Filament preview. Is that correct? [EDIT: Ah, I see that you've mentioned that in your first post. My mistake for missing it.]

    I tossed Ashan's textures onto the figure in a scene I'm working on, and tried both preview modes and can confirm that Filament shows the seams, but the Iray version looks normal.

     

    Thanks for running the test...

    Also no problem rendering in Iray, but my 'home' is C4D and Arnold, so I want to find out how to get similar renders in my 'weapon of choice' :)

    If I export High Resolution maximum SubD .OBJ, the textures show in viewport as seamed but render OK using C4D renderers...

    But not Arnold.

    Kind of blows me away that the Bridge for C4D has material conversion for Redshift, Octane and VRay but not Arnold, the absolute gold standard for production VFX

    sad

  • Hey there,

    I have found a solution for your problem! I came across the same issue when mapping the original Michael 8 maps to an Arnold material and the corresponding objects which got all seperated during import of the OBJ file. So what I did was simply merging the parts where seems are visible. You shift+click on the torso, arms and legs for example and choose "combine and delete" or something like this (I'm using the German version...). Then the seperate objects will unite but polygon selection tags will be created so you can still select the parts seperately and the uv assignment also stays the same.

    Anyway, when you did this, the seams will suddenly disappear!!!

    There's another way to go about this, I can tell you. But it's trickier, harder and doesn't have such good results. But it's still a good way to do it when you want to create game ready characters. And this way is baking all the seperate UV maps into a single one (but they must be of the same type, diffuse / specular / SSS or whatever). It only works with standard C4D materials, though. You select the parts you want to combine, add a "bake material" tag to the object, select which channels you want to bake (for example the color information) and then hit bake after you entered an output size and format. It will create a single image file which contains all the channel information you specified earlier and will also result in a NO-SEAMS EFFECT when applied to a baked object.
    I hope this helps!

    SeamsScheme.jpg
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