Hey all
I am having a problem with my textures in both 3DS Max and Unity. I started creating a wood texture for a crate, which I modeled by splitting the crate into a fourth and adding the symmetry modifier twice in order to optimize my texture. When I did this, the texture looks good close up, but when I pan out there are visible lines on the top and on the side of the model. Here is an image to help clarify my issue:
Though this is effect is more visible at far away distances, the game will have several objects that are far away. I have collapsed the modifiers and I still have the same issue. Is this a good way to do the model? Or should I simply create the crate in its entirely and texture accordingly? Thanks for the help!
P.S. I know that the texture looks pretty bad right now its still very WIP. I'm more concerned about the technical issue than the quality of the texture
Replies
You can also switch the color for empty areas of the texture from black to a brown similar to your wood (if it's currently setup that way). That way when the mips are generated it will pull in a very similar color even if it blends in a pixel from outside the UV island. Again its hard to say without seeing the texture if this is a possible cause.
put this new layer underneath you original diffuse (i do hope you dont have your background merged into your diffuse texture) and duplicate it a few times. you can merge that together aswell.
this way you supply some more pixels with color around your uv edge and seams like this dont happen.