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UV mapping and Spring

Posted: 01 Feb 2007, 21:39
by rattle
Not a tutorial but a reminder:

When you're creating the sketch texture, keep in mind that your texture has to cover the UVed area extended by at least one pixel. This applies especially to wings. If you don't do that, i.e. when you have a white or black background, you'll have nasty black or white outlines.

I've seen that happen in Spring44 on the pole of the flags (mex), might be intended though.

This wasn't mentioned anywhere IIRC, so I thought I'd bring it up.

Posted: 02 Feb 2007, 07:10
by Argh
In general when uvmapping, you want to have a "bleed" area equal to 1-2 pixels at final resolution. For example, if you're making your skin at 1024, but intend the final skin to be 256, then use a bleed of no less than 4 pixels. Generally, I am even more conservative, and use bleed values of 7 pixels for 1024, 5 for 512, and 3 for 256, to make sure that artifacts don't show up in the mipmaps.

Posted: 02 Feb 2007, 11:11
by KDR_11k
1-2 pixels isn't much, should be more like 5, preferrably more. If you want it exact let your app draw a grid of 4x4 and 8x8 boxes over it, those boxes will get their colors averaged during MIPing.

Posted: 02 Feb 2007, 16:29
by rattle
I'm currently using 0.005 WU for borders and 0.01 WU between two maps for 512x512 maps in wings, it's about 3-5 pixels. Haven't had any artifacts as of late.