So I am fairly new to UV unwrapping things but I get the idea behind it and how to do it. But I am running into an issue with a design that is more organic than usual and I am getting odd artifacting on the edge of the UV seams. This hasn't happened with other things that I have made before. I looked into increasing the UV padding and it's set to 32 pixels which should mean that it doesn't bleed into the other parts of the design but I am still getting the same artifacting. Does anyone know the root of the problem? Something I can look into and learn more about?
Replies
Yet another approach, that becomes interesting when the object has repeating parts (tiling border strip around the object), you could add a tiling strip to the texture and map the border UVs to it. Prevents individual ao/masks for those areas, unless using a second UV channel with unique UVs.
Here is the wiki article on padding: http://wiki.polycount.com/wiki/Edge_padding You might find some more articles that are interesting there. Using the forum search you might find threads discussing issues similar to yours.
http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
It looks like even on the "straighter" UV's there is a ton of bleed on the edge.
A high texture resolution doesn't necessarily solve the issue if the UVs are mapped to just a few pixels. I would test if 32px padding is necessary (lowest mip map?). If not make use of those pixels. Here is an insightfull post by Earthquake: "4k texture, and we use 32 pixels"
How do the seams look with just the mesh maps applied? I believe by using different height values on adjacent parts, one can pronounce UV seams too.
Of course all this is a guessing game. Feel free to share your files (zipped high + low) for people to take look on their end.