Sooo much better. I think you can even replace the normal you're using along the second border. It'll enhance the pattern along the outer border, which looks cooler. I suggest rectangles.
What comes to mind first fast. Dont hae uv borders to close to actual square border. and not close to each other. Wayne Robson Tackled that. You might find his video on youtube that explans why.
Hi! I would look into making meshes tileable, not rely overly on wrap mode. That way you can turn any modules into tiling meshes. One option would be to cut a mesh in halves and offset them, cut borders will be seamless (similar to PS offset filter, but in 3d). Generally, I recommend making the highpoly trims extend the…
sounds like some of your uvs are to close to the uv space border... mubox needs space to bleed... sometimes it moves uv shells into the next uv space in higher levels if they are to close to the border... try to scale the uvs down..
If you open the UV Texture Editor window, located under the Edit UV's menu and then hold shift-right click the option to turn on texture borders will be there. You can also enable/disable texture borders in Display>Polygons
did some experiments with a border around the game I initially tried a more frayed, comic book kind of border. I even took some actual comic book wear and tear from images, cut it out, and placed them in the game as an overlay. It kind of came out looking more like shattered glass though and it just didn't feel quite right…