To be honest after reading all of this i still don't understand the problem. All those creases, seams, misaligned pixels along seams? What? I once did a lot of sphere mapping , sky domes etc. Texture baking tools could solve all of this . Padding fixes the seams. Normal transfer from hi res sphere fixes any vertex shading…
Yes, that was a proceedurally generated texture on a sphere, I did develop this method with sphere looping animations in-game in mind. however my software has limits with this. perhaps yours does not. my software cannot display procedurally generated textures in the game engine, they need to be baked to an image and…
I am a bit puzzled to figure out what's your issue with the sphere here. Usually people just do geosphere from Max or isosphere from Blender, or just subdivided cube , make a seam along equator and relax two circular uv islands a bit . it's not a big difference really. Then you bake whatever hires mesh you have. Normal map…
@Noren you read it correctly. however in my experience baking and display rendering engines are not always perfectly aligned. especially when you are using more than 1 rendering engine (one for rendering animations, and one for rendering real-time content(in the editor or a game engine). so you can't always count on them…
That was because I did not unwrap the sphere perfectly, I did not spend the time to make the rings equidistant from eachother, so the texture is a little unevenly displayed (and stretched at the center rings). here's a map of mars with equidistant rings applied via this method: please, do find any creases, seams or…
LOL I have to update this thread because I understand WHY seams and creases are made. OK First I must define Seams and Creases. Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line. Crease(s): to refer to a place where CONFLICTING…
yep. I found this thread by searching for info on how to do this and my replies were meant to propose other methods for if you really wanted a UV sphere. but I wasn't satisfied with the results of any method I tried. especially as I planned to use it in a Game engine (which typically have less than perfect rendering…