Madeliefste Oh Posted July 31, 2011 Share Posted July 31, 2011 For texturing I like to work on a big canvas, because you can always shrink back in size without loosing quality. Now I made a UV Map on a 2048 x 2048 canvas. When I upload the image to SL as a 1024 x 1024 texture the texture fits perfect on the mesh (the fan in the back). But now when I shrink to size back to 512 x 512 the UV map doesn't fit the mesh anymore (the fan in the front), but it includes the outline of the UVmap. Is this a bug? Or what is happening here? Link to comment Share on other sites More sharing options...
York Jessop Posted July 31, 2011 Share Posted July 31, 2011 Is it possible that as the resolution is lowered the UV outlines become wider to fit into the lower number of pixels? Link to comment Share on other sites More sharing options...
Gaia Clary Posted July 31, 2011 Share Posted July 31, 2011 Usually you will not have UV-outlines on your final texture. To avoid this sort of problem you can typically specify a margin, which ensures that the colors of your texture at the map borders will be propagated a bit into the not used parts of your UV-texture. In Blender look at the Render properties -> Bake Right under the Bake button you find the Margin settings. I have it set to 6 (pixels) Link to comment Share on other sites More sharing options...
Maeve Balfour Posted July 31, 2011 Share Posted July 31, 2011 When UV texturing, I find it is good practice to slightly overfill beyond outline borders of each piece, to avoid this specific problem. When the texture maps are resized, often the anti-aliasing effect will cause the fringeing effect seen in your examples here (the slight mixing of colours in the "smoothing" involved in reducing an image size). By texturing a few pixels outside the dimensions of each piece in the UV layout, this tends to remove the problem. I am fairly sure this is the case happening here - I hope this helps for you :matte-motes-smile: Link to comment Share on other sites More sharing options...
TANAKAAKIO Inshan Posted July 31, 2011 Share Posted July 31, 2011 Because of fudge factor of size conversion, unpainted area of textures is shown. These show up as black lines. Sometimes, Lower LOD causes black lines also. Painting surrounding areas of island widely prevents from this problem. I think there is more to learn in UV-mapping. Link to comment Share on other sites More sharing options...
Madeliefste Oh Posted July 31, 2011 Author Share Posted July 31, 2011 Thanks all for your replies. I understand it now. Link to comment Share on other sites More sharing options...
Rage Riptide Posted July 31, 2011 Share Posted July 31, 2011 Thanks. That's just another button that I didn't know what it does. Another one down, several hundred to go. Link to comment Share on other sites More sharing options...
Esprite Xavier Posted August 11, 2011 Share Posted August 11, 2011 So this is a common issue with games using mip maps. My personal recommendation when trying to solve combat this is to install the photoshop filters that come with a popular texture baking application called xNormal. http://www.xnormal.net/ When you do the installation you don't actually need to install xNormal itself (I use it alot though ) and can just install the photoshop filters. The filter "Dilation" basically takes the pixels on the edges of your UV islands, stretches, and blurs them off the sides by however many pixels you set it to. Provided your textures are their own layer and seperated from the background. This should combat the wierd edge seam issues. 1 Link to comment Share on other sites More sharing options...
Ashasekayi Ra Posted August 11, 2011 Share Posted August 11, 2011 A Photoshop filter comes with Xnormal? Link to comment Share on other sites More sharing options...
Esprite Xavier Posted August 11, 2011 Share Posted August 11, 2011 Yep! Not only Dilation there are some nice ones for generating and editing normals. 1 Link to comment Share on other sites More sharing options...
Ashasekayi Ra Posted August 11, 2011 Share Posted August 11, 2011 Esprite Xavier wrote: Yep! Not only Dilation there are some nice ones for generating and editing normals. Oi I really need to do some searching. Somehow, I never noticed them in there. Edit: I just found it. Woot! Thanks for pointing that out. Link to comment Share on other sites More sharing options...
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