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Weird lines after importing textures to SL


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Just to test this and find a way to fix this i made a plane divided into 4 faces with 4 different materials.. each face has the same seamless material on it with a baked light ontop of the whole plane.. all textures look perfectly fine in Photoshop.. 1024x1024 8bit .tga images.. once uploaded into sl where the seam lines are there are weird lines..  I use Maya and bake textures using UDIMs with vray render engine.

Screenshot from Secondlife:

PAuMqTG.png

Screenshot from the same seam lines in Photoshop:

pcPjDF9.png

UV's in Maya

5CMTTC4.png

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2 minutes ago, OptimoMaximo said:

Your UVs overlap the udim tile boundaries. Leave some space (like 5 pixels or so) between the UV shell border and the UV tile border. Also make sure to set padding accordingly when baking

Tried it with a space from the tile boundary still the same thing happened.. tried to bake it in blender.. same results.. with padding.. but will try again, ty

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Unless your texture is a solid (no pattern) you will have issues with lineup.   There is a way to use a separate UV map for each piece and connect the individual maps to the main UVmap. It is fairly complex in Blender and I definitely have no idea how to do that in Maya but that might be enough of a hint.  

 

Personally I would make the UV so that it lines up exactly like you want it to inworld. 

 

I would most likely use Project from View BOUNDS and then resize to have some padding distance around the perimeter. This if I understand correctly what you are trying to do.

 

image.thumb.png.8cb0f87c1679d38fcc1be56a964e779a.png

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