Bro you are the goat, you know how many times wether I was modding games or now making my own i have ran into this issue. Perfect thank you so much. I've been looking for this answer for years.
Thank you so much! I was following a tutorial texturing my character yet the instructor just assumed we know how to deal with seam issues and skipped ahead, leaving me scratching my head for days.
Yes so many times instructors skip things that seem super basic to them 😂 … another way to quickly do this is just selecting both edges and applying Mesh Display > Average in the Modeling tab. 👍
But when you set the subdivision view to 3 (pressing 3 on the numpad), the seam reappears. I'm trying to figure out how to keep normals seamless in the subdivided view. Any tips for that?
@@uistudios I really appreciate the quick response! Thanks you! :D But I think there's something about how Maya subdivides that just doesn't seem to allow editing normals. All of those tips you just gave are only doable/visible in the view when you hit "1" and are all locked when in "3." I've done it in both views and still the same result. I've decided to just use a higher poly model instead, which surprisingly isn't giving me any slowdown. I even tried creating "Subdivide Proxy" meshes but those really chug my framerate, and yet a high poly model DOESN'T? lol Maya... Still, this is extremely helpful! Thanks again!
@@TimDownsAnimation I m facing the same issue .. I m currently working on a cel shaded character that I need to edit the vertex normals to get the correct shading .. and it’s not possible for me to do the rigging with a high poly model… 😢
If you don't have a bonus tool, you just need an original full-body mesh (include head) where the normals are fine on the neck and use Transfer Attribute to bake the normal info from the full-body to the separated body parts. The other solution is to cut edges in the full-body topology afterwards, because the vertices along the new edges inherit the normal directions of the original topology.
Bro you are the goat, you know how many times wether I was modding games or now making my own i have ran into this issue. Perfect thank you so much. I've been looking for this answer for years.
So happy it helped you!! These days I just do… Mesh Display > Average. Simply select both meshes and just run the average 😎
You're a life-saver! awesome video, subscribed!
Thank you 😁👍
Thank you man! You are the best!
@@tanyatolmacheva5785 🤩
Thank you so much! I was following a tutorial texturing my character yet the instructor just assumed we know how to deal with seam issues and skipped ahead, leaving me scratching my head for days.
Yes so many times instructors skip things that seem super basic to them 😂 … another way to quickly do this is just selecting both edges and applying Mesh Display > Average in the Modeling tab. 👍
But when you set the subdivision view to 3 (pressing 3 on the numpad), the seam reappears. I'm trying to figure out how to keep normals seamless in the subdivided view. Any tips for that?
Try selecting all the geo then setting it to hard edges then back to soft. Sometimes that works. Then average all the faces.
@@uistudios I really appreciate the quick response! Thanks you! :D But I think there's something about how Maya subdivides that just doesn't seem to allow editing normals. All of those tips you just gave are only doable/visible in the view when you hit "1" and are all locked when in "3." I've done it in both views and still the same result. I've decided to just use a higher poly model instead, which surprisingly isn't giving me any slowdown. I even tried creating "Subdivide Proxy" meshes but those really chug my framerate, and yet a high poly model DOESN'T? lol Maya... Still, this is extremely helpful! Thanks again!
@@TimDownsAnimation I m facing the same issue .. I m currently working on a cel shaded character that I need to edit the vertex normals to get the correct shading .. and it’s not possible for me to do the rigging with a high poly model… 😢
If you don't have a bonus tool, you just need an original full-body mesh (include head) where the normals are fine on the neck and use
Transfer Attribute to bake the normal info from the full-body to the separated body parts.
The other solution is to cut edges in the full-body topology afterwards, because the vertices along the new edges inherit the normal directions of the original topology.
Thank you for sharing, I will try your suggestions 😁👍
Why do I get black spots on some of my vertices when I do this?
Do unlock normals. Same drop down.
Also no need to use the bonus tools, just select your verts and do average.
Does anyone know how to do this with Blender?
You can do this without bonus tools just select vertex then go to Menu Mesh Display>Average
Yes 👍
Thank you thank you very much Sir.
You have saved me.
Hi friend, also try simply selecting all the points that don’t match and simply go to Mesh Display > Average… this will do the same thing
@@uistudios Another great tip! God bless you sir.
Just want to point out that this doesn't work when mesh is smoothed btw
@@LouiseChib try switching it all to set to face, then do average
@@uistudios You mean apply Set Normals to Face then Average Vertex Normals?
@@uistudios Didn't work. Still a hard edge line appearing
@@LouiseChib try resetting everything… do unlock normals, conform then set to face…. Then try soften and average