Hi. I never have the time to fully unwrap a model. i usually just flatten map the model and bake out a scratch mask and an ao map.
It is really heavy models and to save as much texture space as i can i pack the uvs with 0 spacing
I get that black line at all the seams. no matter if i have the padding og zero or fucking 100.
Can anyone help me here?
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Thanks!
Replies
learn to do it properly and quickly?
You need a bit of space or you will always have bleeding
Quit being lazy and pack it propperly. even just adding a bit of padding and doing an auto unwrap will be better.
~ lol
i was thinking, maybe this guy is doing arch vis or something, or perhaps some shitty freeware games that don't require much effort because nobody will care.
although when you choose to 'flatten mapping' there is an option there for spacing, leaving it at the default value will actually give you enough room, and when you bake with xnormal or something add in enough padding for the size of your texture; 1 pixel won't cut it if your map is 4k for example.
when in photoshop use the method suggested above, the xnormal toolset have a great tool to do this, or you can manually do it by adding a blurrerd version of your texture behind the main textures.
none of these thigns should take you more than a couple of seconds so there's no reason not to do it "properly"
And so, I can understand that you can't bother with a proper unwrap, but it might be wise mentioning this rather than a 'I don't have time' to save some confusion :poly142:
As for the padding, as mentioned, the padding won't work unless there's enough space between the uv shells. The padding basically extends and repeats the edge pixels of the shell in the texture, and if another shell is right next to it, then it won't have anywhere to go without overlapping another shell... which would be pretty bad.
And so naturally, the padding will never extend over to another uv shell, instead it will meet in the middle with the padding extruding from the other shell.
And with a picture so that the last sentence makes any sense:
So, with em meeting half way, you can never have too much padding either
Cheers
or post on an arch vis board.
Oh arch-vis... meh, crank up the size of your map, add some space between the shells and call it good.
The GI should be generated when you render the frame.
They're baking AO
my point is that I wouldn't bother doing that part. You get a much better result doing it in-camera. And you don't have to store massive bitmaps or unwrap the model.
CPU is the bottle neck, not RAM. you can save a massive amount of render time baking down non view dependent stuff. plus the unwrap is simple to do, so long as you pad.
Think of all those lovely blurry reflection you can do when you gain that render time
As far as I can tell rendering an AO pass doesn't increase your render time by that much and integrates with the other lights a lot better if you render as you go. And if you really need to speed things up a couple of hundred bucks will buy you a decent render farm.
If it's realtime the OP should unwrap things properly.