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View Full Version : When baking textures, how to avoid the lines around the edges (not seams per se),


j83
09-02-2007, 12:42 AM
A lot of times when I back textures and ambient occlusion to a game model, around the seams will be "edges." What I've been doing as of late is rendering the diffuse map about 2-4x larger than what's going to be used, then shrinking it down, dublicating the layer, running gausian blur on the underlying layers to blur the edges, etc. I know this is good with alpha/opacity issues, and it somewhat helps with this.

Another way is to "shrink" each piece of the UV layout, however you lose a few pixels of detail.

However, I was curious if there was a better way? I usually save the render for the diffuse as a PNG.

itsallgoode9
09-02-2007, 10:28 PM
what program are you using? in maya, and in most prgrams, there's an option to have the program render past the edges of a UV shell. it'll just render a few pixels past the edge and is usually adjustable to be as high or low as you want.

j83
09-03-2007, 12:23 AM
I'm usually using 3DS Max.

I think in Max it's called the "padding" (which is currently set to 2), so I'll look into that. Thanks for the reply. :)

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