thanks again! i did check the uv distribution with a checker material and right now everything gets equal pixel attention (or whatever you call that) I thought about resising the head uv's but they now have exactly as much pixels si i figured it to be ok. Thanks again.. i'll first rework the model a bit.
if you want to make a per pixel lighting and non per pixel lighting versions then why have you mixed the textures of both types together? both types of engine require completely different textures to each other. also by now it should be possible to automatically generate the old generation textures from the new generation…
You've given the cigar way more UV space than it really needs. The butt end has nearly the same pixel density as the face. Instead of sacrificing pixel density to keep the face and helmet as a whole, seperate the two and scale up their UVs. You'll make much better use of your textute page this way.
My Coworker's machines show this bug where the leaves have white pixels that do not get smaller at a distance. When you are up close, just a few pixels of white is not noticeable. At a distance it can cover the whole tree. My thought is this is a hardware issue- they are on older cards or integrated graphics. Anyone else…
Your source file has transparent pixels along with having an alpha channel. Photoshop should be auto-filling transparent pixels in the RGB channels as white for a .tga. It's not a big issue with the files but you'll get color bleeding when in lower mips. It's a good practice to keep a bottom layer with a color fill or…
I would be very surprised if it didnt dilate the bake results... If it didnt then having uvs aligned to the edge of pixels would result in filter seams (assuming its using the center of the pixel for sampling). The actual problem is probably more to do with its internal uv packing. Maybe pushing "unrounded" verts outside…
Thank you PetSto! I now understand the issue fully, and will try to have a fix for this ASAP. DDO assumes that such small pixel amounts are anti-aliasing jitter and disregards those pixels to avoid creating superfluous masks. I'll do my best to tweak the algorithm to avoid loss of actual color islands in cases like the one…
Nice unwrap on the big pieces but you can further increase the smaller areas just a little more so it has more pixel density to fill the UV space more. Also, when you put pieces diagonally, you can see pixels breaking because it has to go to the right, then down, and repeat (just something you should know).
Mmh wouldn't you just have to specify the proper ratio in the unwrap.pack spacing ? If you get the resolution of your map, let's say 2048, and want a padding of 8 pixels, set spacing to 8/2048 (0.004) Also take a look at http://www.polytools3d.com/polyunwrapper/index.html It's a nice tool, and it packs by pixel. Not sure…
I actually figured out a way of doing this that works pretty well. If you can ballpark the uvs so that they are roughly overlapping then you can scale the group of shells up or down so that each group of corresponding verts is roughly inside 1 pixel. Then use the pixel snap feature in textools. After that relax the result…