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.
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.
