Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Methods to hide mesh seams in realtime engines
Added on: Sat Jul 03 2004
Page: 1 2 3 4 5 6 8 

A few notes:

This isn't a particularly nice job to do. You won't find people scrambling to do it, and let's be honest, depending on the size of the mesh, it can get to be a bit of a pain. However, it IS a solution and therefore used. As far as I know (and from personal experience), it tends to be one of the last things done aswell, as most people try to find ways of not having to do this. There are plenty of ways, such as placing objects strategically around the place covering unsightly seams, or designing the level in such a way that the user can never actually approach areas which have this (be it through invisible walls or other geometry), using overhanging gemoetry to cover it up, etc.

Personally, I've done pieces cut into 20-odd smaller pieces and it's manageable. A pain, but very do-able, and given the other option of loading huge textures for huge meshes, well... no sense stating the obvious again.

Finally, for a clearer explanation of why this is happening, see the image below.

Vertex normals explanation - click to view larger

Click on image to view larger

As you can see from the image, the vertex normals where both meshes appear to meet are the same, and as long as this is true, you don't see a visible seam between the objects. The only reason they are the same is because we haven't effectively deleted any faces, so therefore Max has not recalculated the vertex normals. Had we deleted them, they both would have been recalculated, and the resulting seam would have been what you saw in the first page (the mesh on the right with the dirty great big seams). Here's a reminder:

Oh the horror, seams everywhere! (on the right) - click to view larger

Click on image to view larger

© 1997-2021 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.