ChinRey Posted February 17, 2022 Share Posted February 17, 2022 14 minutes ago, Aquila Kytori said: The most common cause of this is that the object has more than one UV map. This can result in the wrong UV map being uploaded with the model. Another possibility is that the model has a non-uniform scale. That can easily happen when you work with nurbs and it tends to mess up the UV mapping. The Blender developers even included a popup alert when you try to UV map a mesh with non-uniform scale and the never bother with adding popup alerts. While I'm at it, the UV map here is not good by any standard. There's this myth among SL creators and many other amateur 3D modellers too that Blender is good at UV mapping. It is't, it's horribly bad at it, so if you want something decent, you have to be prepared to do a bit of manual adjustments. But as Aquila says, you do not use a texture like this if all you want are monochrome surfaces and you certainly don't use a 1024x1024 - or even a 512x512 - for it. 17 minutes ago, Aquila Kytori said: 1: Don't create a texture at all. In Blender assign the model wire 2 materials, for example : "Plastic" and "metal". Then assign these materials to the appropriate faces of the model. When the wire is rezzed inworld edit it and from the build floater > Texture > Select face enabled Give the plastic part a red colour the select metal part and give it a grey colour. Advantage is: no UV unwrapping to do. Don't need to create a texture and upload it and you can change wire colours when ever you want. This is definitely the best solution. Only, remember to set the texture to the default blank in-world too. The default blank texture is likely to be in everybody's cache and it's so small 32x32 it doesn't add any lag worth speaking of anywhere in the rendering pipeline. 19 minutes ago, Aquila Kytori said: 2: UV unwrap and create a much smaller texture. Because you are just painting pure colours, red for plastic part and grey for metal then you could in theory have a texture size of 1 x 2 pixels. That's an old trick commonly used by low poly games. Keep in mind that textures will always be a little bit blurred when you upload them to SL so you need a bit more than a single pixel for each colour. 4x4 pixels pr. colour should be fine. 1 Link to comment Share on other sites More sharing options...
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