Hi all! Is there any way to automatically make each UV vertice in UVMap to snap to closest grid/pixel? I am making an UVset for a lightmap and would like to avoid having edges going in the middle of a pixel to avoid light seams. As per picture below:
http://i.imgur.com/cFroT.jpg
I can surely do it manually, but would take hell lot of time
Or maybe there is any other software that has this function?
Replies
It becomes a problem when it's a rough mesh with hard edges, so two nearby faces may have significantly different lightning. If that edge, which is shared by both faces gets in the middle of a pixel it would result in some weird bleeding, wouldn't it?
I am using UDK and you can see certain issues (left without lightmass, right with), despite UV shells having enough padding between them.
http://imgur.com/DE5zB
In the end I guess it's not that important, was mostly curious