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Texture Seams issues

Texture Seams issues

hey,

Iv all of a sudden run into some issues with max. For the last week iv been unwrapping and texturing several models for a scene using max 2010. Everything has been going smoothly until today.

The issue im having seems to be with the "render to texture" tool. For example, iv unwrapped a simple box;

45942468.jpg

For the purpose of this example im going to simply use render to texture to create the diffuse map (but i would have the same issue if i were to render the uvws of and take them into photoshop).

I used the following render to texture settings to create the diffuse map.

88975095.jpg

Which produced this diffuse map;

21183848.jpg

Once the diffuse map is applied to the model some of the seams are clearly visible!

20217190.jpg

Iv spent the best part of today trying to figure out what the problem is being cause by. I have tried several other models, tried saving the diffuse map as both a .jpg and a .tga i have also tried max 2009 on the same computer and max 2010 on my laptop.

Im sure its something very simple which i must just be overlooking?

Id greatly appreciate any help i could get.
Thanks.

Replies

  • Slipstream
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    Slipstream polycounter lvl 19
    Does the texture have any bleeding room?
    If the diffuse is matched exactly to the uv's there's a chance that it's catching the edge between the black and white area's. Try expanding the borders of the white area some and see if that helps.

    And welcome to the board!
  • Zwebbie
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    Zwebbie polycounter lvl 18
    Take a look into Mipmapping. If you're too far away from a model, it'll scale down the texture and it interpolates between the black and the white pixel - which is why it's always a good idea to leave some room to expand the borders, like Slipsteam mentioned.
  • Mark Dygert
    You need to pad your texture with a few pixels. More than likely you're UV edge falls half on half off a pixel. After you have a texture applied to your mesh you can pixel snap the verts in the UV editor (lower right corner, little magnet icon) to be one pixel inside the texture which will get rid of the seam in max. But like Zwebbie pointed out you'll want more padding if you plan on exporting to a game engine that is going to mip map your textures.
  • renderhjs
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    renderhjs sublime tool
    Also rendering a UV template or mask or using RTT never is accurate because it plots coordinates (Floating numbers with a high precision) to pixel units of the texture size.
    So things can shift in the Viewport or rendering just because of that.

    On some recent experiments I tried to snap UV coordinates to in between pixels within TexTools
    texTools_ani_transform_basic.gif
    but I don't think that this can fix the mip mapping stuff you have with most GPU powered engines.

    Just make sure you have enough pixel padding just to be sure and to avoid any seams.
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