Hello , My attempt is to segment a huge map of 8192 resolution into 12 or more parts to cover a whole object, I have modeled the object as a single item , I have created the maps and the uvmap is made of 12 portions arrayed in a grid of 16 spaces, the objective is to load a single cut of this mega texture like 2k image into each ID of the model , but despite the procedure is working for me in general , it doesn't in the precision as the seams somehow do not align perfectly and so I get those weird ugly seams ... can someone perhaps poit me to a better system to do what I want to do?
I want the object to be a single item and to have several ID poligons to have different textures to reconstruct the original 8k texture ,
I am using 3dsmax 2017 or eventually I can use 2021 I used substance to bake ttextures and x normal , composed several maps in photoshop , I am only needing 3 textures , diffuse, normal and specular .
Really thankyou for any help !
Replies
If the former, why not just keep the 8192 whole?
If the latter, you'll need Clamp mode for the UVs, so it doesn't try to tile the texture.
http://wiki.polycount.com/wiki/Uvs#UV_Address_Modes
This will solve the seams in-game.
Unfortunately, Max doesn't have a Clamp mode. Though you can try a combo of Tile, Offset, and Mirror in the Bitmap node to emulate it.
Clamp is what happens outside the UV square, not within the texture. Repeat is the default mode, which tiles the texture.
What is the final output for your model? Realtime in a game engine or viewer, or rendered in an offline renderer?
Instead you could use tiling textures and texture blending. There are a bunch of tricks to solve blurry textures when closeup vs. far away, for example see https://docs.unrealengine.com/udk/Three/TerrainAdvancedTextures.html#Multi-UV Mixing: Reducing tiling through scalar mixing
Because the program I am using to visualize doesn't offer those features.
UV Clamp smears the pixel colors along edge of the UV square, instead of tiling the texture. So when the texture is filtered, it is only "seeing" the edge pixels, not the tiled pixels from the other side of the texture.
http://wiki.polycount.com/wiki/CubeMap#Cubemap_Seams