Hey guys, I was steaming through this project until I hit this little bump. I currently have a 2048x2048 modular texture. I have made sure all individual pieces tile with themselves(edit I submitted the wrong file and this one might not but I have to correct one on my computer), but when put them together I get tiny black…
Huh? So, like everybody else already said, mipping is the problem. Kio was explaining why. So lets say you UVs are laid out, and the border (where the black line happens) is perfectly on the last pixel for the texture. When the texture mips, you are cutting 50 percent of those pixels. So what can happen is that, instead of…
if you want to use it in an atlas you have to add some padding around the uv islands. reason is your border will get washed out as the texture gets scaled down in each mip level. 8 px in 1024 get shrinked down to 4px in 512, to 2 px in 256 1 px in 128 etc. so what you see is the downscaled blended pixels around your…
I wonder if changing the Address X and Y in the texture properties window from Wrap to Clamp or Mirror would fix the mip seams? Might be worth a try, though it'll probably only help on the outer edge of the texture. I usually just add some padding in my textures, even then though the seams still show up at a distance,…
I am not sure I follow what you mean Kio. I know about the x normal filter, but I don't see how I could apply it to my texture atlas. The way I have my diffuse set up is that it lies on a grid and the grid corresponds to unreal units.
Yeah, mipping sounds like the problem. Breaking the texture into individual components rather than having them all on one sheet is the way to go. Alternatively, look into some of the dxt compression options in UDK. There might be a "point" or "nearest neighbour" type compression option that'll help. It'll probably make…