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Texture Seams

Psychon
polycounter lvl 17
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Psychon polycounter lvl 17
I'm taking a large texture image and cutting it down into texture strips to put on a wall and I'm getting these nasty seams where the different textures meet, which i think is do to the bilinear filtering which kind of blends/bleeds the edges of the textures together. Is there a way to get rid of these?

The only way I've been able to do it so far is by taking the most generic strip in the set, making it a tiling texture and then fading the edges of the orginal texture strips so they use the tiling one instead. This works fine with walls that don't have strong variations between each strip but on more complex textures it becomes noticeable. I've tried cutting up all the faces on the wall individually and then moving the uvs in a few pixels, but that really doesn't get a seamless look either.

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