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Darrell Croswell
07-16-2002, 07:22 PM
im having problems with the seams of my uv maps. the texture covers them more than totally.
it renders fine, but im having a problem at the seams in hardware texturing mode. which is unacceptable if im not mistaken.
im using maya
what the hell???

thanks

D

Libor
07-17-2002, 07:59 AM
Hi!
Maybe I am wrong but if you use your texture to the sides (pixels at first and last column) and they have different colors graphic card will regarding filtering take some color from other side even if you map it precisely.

Maybe its not the case:thumbsdow

Sorry for sucky english.

Tad
07-18-2002, 05:24 AM
if it renders fine, then its fine.
there are many wierdnesses that go on with the hardware texturing. and there are differnt quality seting you can set,
maybe try turning up the quality on your textures display.

but bottom line, is that the viewport is only a preview,
what you render isthe final image.

and if your planning on sticking it in the game,
the game engine will look different from the viewport.

bottom line, dont worry about fixing little viewport glitches like this unless they are REALLY big(one time I had an entire model turn pokadotted, seriously!!)

Darrell Croswell
07-18-2002, 07:41 AM
thanks you guys!!!!!!!!!

you have helped immensely.


D

Sibben
07-19-2002, 03:00 AM
You could try Shading -> Hardware Texuring and disable filtering...gives you a better impression. Of course, nothing beats actually exporting it to the target engine...

Cyborganics
07-24-2002, 06:33 PM
The image above looks like it's mipmapped. The viewport sometimes (depending on settings) scales the texture down a notch or two and will attempt to resample the image as best as it can. In this case the ege of your texture is black and so the resampled image when mipmapped is black on the seams...

fix:

Extend the colors of the textures a few pixels out (this also means you have to plan on this when you first lay down your UV coords).

Important:

This IS a problem when you model is viewed in any engine / video driver that supports mip mapping. So when you look at the seams from an angle, the mip mapping will kick in and voila - icky black seams.

Jonny Bubonic
08-12-2002, 04:59 PM
If you've turned up the hardware texturing quality on the shader, then you'll always get this problem. Stick it on "default" if its not already.

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