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How to fix tiling seam on UV shell borders? Advanced issue.

germanager
polycounter lvl 7
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germanager polycounter lvl 7
Hi,

It's more of an advanced texturing question.
I'm coming from prerendered production where we would bake tiling map, create a mask for the UV shell border and paint it out in Mudbox / Bodypaint / Mari  and then apply it on top of the tileable texture fixing the issue.

Is this method used in Unreal or everybody just ignores tileable seams on rocks and props? I don't want to use this technique as it laborious, not  too adjustable, not scalable, and performance expensive.

Maybe you guys are using world coordinates for seamless tiling. I don't know.

I've attached an image. 

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