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;
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.
Which produced this diffuse map;
Once the diffuse map is applied to the model some of the seams are clearly visible!
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
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!
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
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.