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Post by dsanyal1234 on Jun 13, 2018 10:55:53 GMT -5
I was having terrible UV seams(I baked the texture{AO bake} after unwrapping it), and no matter what I did I couldn't get rid of them (the model was downloaded online, and I'm a cg noob). So after some research, I found something about disabling mipmaps (as the seams were visible from a far away, but not up close). Now with mipmaps disabled in blender, the seam issue is resolved, but it still exists in s4s and in-game. So is the problem that mipmaps aren't disabled in s4s or ts4? I don't know much of this, so any help resolving the seams would be appreciated. .package (only the high lod is the .blend in question, ignore med&low lods) and .blend both HEREthanks for any help Thanks all, the margin fixed the problem.
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Post by jwofles on Jun 13, 2018 13:16:25 GMT -5
Is this what your talking about or is it something I'm missing?
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Post by dsanyal1234 on Jun 13, 2018 13:31:09 GMT -5
This is what I'm talking about, the white lines (those portions are transparent, and they are the uv seams) No those are actually the shadows from the cushions that are not included in the .blend or package.
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Post by jwofles on Jun 13, 2018 13:42:34 GMT -5
Ohhhhhhhhhhhh When you bake the ambient occlusion set the margin to 16px. When the mipmaps are generated they blur out and go beyond the UV a little, it's annoying but you just gotta bake with margins so the texture expands.
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Post by dsanyal1234 on Jun 13, 2018 14:38:13 GMT -5
That doesn't help really. I already tried upto 25px margins (making sure there aren't any overlaps).
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Post by jwofles on Jun 13, 2018 15:45:26 GMT -5
That doesn't help really. I already tried upto 25px margins (making sure there aren't any overlaps). Are you sure? I fixed the same issue by increasing margins. Send the 25px margin texture, I wanna see if it doesn't fix it.
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Post by dsanyal1234 on Jun 14, 2018 1:46:44 GMT -5
New .packageThere is a 35px border. The effect has reduced quite as much, but hasn't gone all together. Fine lines still appear which kind of irks me. The 25px and 35px difference do not create a huge difference from that angle especially and distance(this is about 10 blocks away, med distance I suppose).
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Post by dsanyal1234 on Jun 14, 2018 7:55:56 GMT -5
Edit: I think it worked, I think those fine lines are something else as I baked a 35px border on the backrests and that worked, I guess this part of the sofa needs reworking. There are some holes in the mesh I think? Could I be right? Thanks though for helping out! I guess I had missed something when I baked with the margins the first time..?
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Post by kitkat on Jun 14, 2018 9:08:38 GMT -5
It may be your ambient occlusion/lighting settings. Below is what I get when I bake the HLOD from the .package you provided with a 16px margin: When I apply it as a texture in S4S, I don't see the lines you mentioned. Below are my occlusion and lighting settings... Also, your mesh is insanely high poly. I applied a decimate modifier with a factor of .1 to get it into a reasonable range with no appreciable degradation to the mesh quality.
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