Do you want seamless mapping, or seamless texturing? If it’s former, then inevitably you will face with texture distortions and/or mirroring. If on the other hand you want seamless texturing, then there’s several way to achieve that, from painting bespoke texture in programs like Substance Painter, to using advanced blending mapping like Corona’s triplanar.
Thank you for your reply.
I want seamless texturing.
I think Corona Triplanar will not give good result.
Unfortunately, I am not using Substance Painter.
I thought there is a specific way inside 3DS Max to overcome this problem.
What people have used before corona Triplanar and SP to solve it inside MAX?
What did people do before? Err keep rotating the object (or the UV Mapping) for each shot so that the seam was always at the back? Make sure not to render too closely so it couldn’t be spotted. Just a few tricks I remember from my earlier days of rendering
Thank you but I am selling 3D models so advanced wood which is only available for 3DS MAX users version 2021 and earlier will not be suitable for non 3DS MAX users or users who use old versions of max. Also rotating UVS with each shot is not the case here
Substance painter is great for this kind of thing, you can paint out your uv seams directly on the mesh with a clone/brush stroke - which will also apply to your color,normal,rough etc textures simultaneously. I also sell models and would say the investment for that software was one of the best choices ive made.
yes, they require some refinement after baking using e.g. Substance Painter, but they offer a great start and I’ve used them a lot in interior production renderings, it all depends on the artist
I agree with you but painting over a rock texture is very easy compared to a wood texture. I unwrapped it and used photoshop to paint over and chose a good wood texture that made the work a bit easy
Its a 2 minute demonstration, with practice it becomes easy for any situation. I agree with the above, generated woods just dont look quite right to me.