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Resolved Body skin texture/material problem?

Discussion in 'High Definition Render Pipeline' started by Atix07, Sep 27, 2020.

  1. Atix07

    Atix07

    Joined:
    Jul 27, 2013
    Posts:
    182
    Hello!

    Im trying to make a realistic skin with HRDP. I created all the maps with a program called materialize. Than photoshoped those maps and layered them to get a mask map. Texture edges looks so noticable and ugly. Is there any way of fixing this? I tried so hard to make them even.

    Thanks :)

    My material:


    Picture 1:


    Picture 2:


    Picture 3:


    Picture 4:


    edit 1: If you look at the attached file **nudity** everything looks fine from the front view with the lights.

    edit 2: I think its about ambient occlusion map because there is no problem with the lighted surface. Im working on a new ambient occlusion map right now to try this theory out.
     

    Attached Files:

    Last edited: Sep 27, 2020
  2. Bezoro

    Bezoro

    Joined:
    Mar 16, 2015
    Posts:
    131
    Those are the UV seams, they can show up for multiple reasons.
    Did you carefully set up the model's normals before exporting?
    Did you export the model's normals?
    Are you importing them correctly into Unity?
    Did you bake the maps using the exact same model with the exact same normals?
    Are you using the same tangent space for baking the normal map and importing into Unity? (ex: MikkTspace for both)
    Are those edges marked as sharp?
    Are your Normal maps marked as such? (This is what I would assume is the problem)
    Were the textures baked with padding?
    Are you using tiled detail maps?
    Are you using a bent normal map? If so make sure it's also marked as normal.

    Also as an added tip, mark your mask map as linear instead of sRGB if it isn't already. (Although this has nothing to do with your issue, it's just to get the correct values).
     
  3. Atix07

    Atix07

    Joined:
    Jul 27, 2013
    Posts:
    182
    Thanks for the answer @Bezoro

    Its a daz3D genesis 8 model. I'm not a modeller but I did the normal map, ao map and made a mask map with those(smoothness map was ready with the model) and in the mask map I left blue layer full black.

    Did you carefully set up the model's normals before exporting? - Im pretty sure normals are fine, I made them in a program called meteralize and used height map as a referance point.

    Did you bake the maps using the exact same model with the exact same normals? -I dont know too much about it, but I baked the scene in unity.

    Are those edges marked as sharp? - I have no idea about this.

    Are your Normal maps marked as such? -yes, in unity I selected them as a normal map texture.

    Were the textures baked with padding? - I have no idea about this.

    Are you using tiled detail maps? -No, I dont use detail map.

    Are you using a bent normal map? - I dont have bent normal map.

    Sorry, Im not a modeller :( or have lots of experience in this stuff.
     
  4. Atix07

    Atix07

    Joined:
    Jul 27, 2013
    Posts:
    182
    This is what happens when I play with the ambient occulusion remaping:


    This is the ao map that I made:
     
    Last edited: Sep 27, 2020
  5. Bezoro

    Bezoro

    Joined:
    Mar 16, 2015
    Posts:
    131
    The AO being dark at the seams seems to be your problem.
    An example of an AO map that works flawlessly:
    T_Darunia_M_Darunia_Body_ao.png
     
    Last edited: Sep 27, 2020
  6. Atix07

    Atix07

    Joined:
    Jul 27, 2013
    Posts:
    182
    Thanks alot <3