There are some white edges where the UV lines are too near the edges of the areas which have no texture on them which I'm trying to avoid. I took all of the edges for the UV map, and expanded them using an edge filter, then filled them in red to test out the coverage of the map.
It seems like when I import the painted map back into wings, the texture map has shifted down a couple of pixels causing the white edges has anyone else seen this or know how to fix it?
Or can I happily ignore this for now, if the problem won't exist in game?
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
it won't be an issue in game...
yes it will.
Areas of colors "bleed" a bit over the uvmap edges into neighbour areas. That is not a problem with uvmap aligment (happens perfectly lined up too) but something with renderbla. Often the neighbour area is the white/black background and you get white/black edges. One solution is to draw a bit "over the lines." Or in your picture you could make everything white into red. Then you will have "red edges" but those are not noticeable on the red model.
note the 2px wide lines. This covers most mipbleed except for large areas.
(take note of the upper right corner, this is bad)(a) His problem is that he was painting on the inside of his mip edges. I have WHITE on black for several units. Largely it goes unnoticed.. however, I can point a few areas out where it can be noticed:
Rx79's backpack(a) sometimes has a vertical line as I put the texture at the EDGE of the uvmap. The gelgoog "calves" for the lack of a better term describing their bell-bottom legs have visible texture bleed as well.
mostly if you want to be sloppy, you can texture by covering an area in the solid color you want as a base(b). I do this for areas that are very tightly packed.
On most small details, when zoomed out where mipbleed starts you can manage with smart uv packing. When dealing with large areas do yourself a favor and stay away from the edge and be sure to give it a bit more space.
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