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Anonymous at Sun, 7 Nov 2021 22:27:04 UTC No. 860705
The questions thread got pushed off the last page and I didn't want to start a new general.
Does anyone know what causes artifacts like these? Specifically, the last pixels at the edges of a UV island in a texture/bumpmap being repeated in a sunburst pattern until the borders of the image. I keep seeing it every time I take apart a model and it's really uniform, so I suspect it comes from a single software or a technique, I just don't know what.
Anonymous at Mon, 8 Nov 2021 00:26:18 UTC No. 860735
>>860705
that's just a standard feature of a lot of texturing programs, why? it's just there to make sure there are no 'blank' pixels poking into uv islands
Anonymous at Mon, 8 Nov 2021 00:27:18 UTC No. 860736
>>860705
also, just start a new general next time
Anonymous at Mon, 8 Nov 2021 01:56:09 UTC No. 860750
>>860705
Please enjoy this thorough technical explanation of exactly why we do this
https://youtu.be/MVsIIkJNkjM
Anonymous at Mon, 8 Nov 2021 03:34:33 UTC No. 860766
>>860705
If the corner of your UV map has pixels that doesn't match the adjacent color your map will appear
to have seams in the color of whatever the background is when the image sampler is unable to resolve them properly.
It's not a artifact but an intended feature. You don't have to extend the 'edgebleed' that far away to solve the issue
but many programs are set to repeat edgecolor on auto so you get that burst looking empty UV space texture by default.
Saving textures manually in photoshop etc you have smudge or mixbrush that edgebleed in manually if you don't resave it in something that does it for you.
Anonymous at Mon, 8 Nov 2021 03:41:26 UTC No. 860767
>>860705
I'm working with some guys that use substance painter to texture our project models and their textures end like these ones.
Anonymous at Mon, 8 Nov 2021 12:46:27 UTC No. 860825
>>860735
>>860750
>>860766
Figured it would be something game engine related. Makes sense, cheers.
Anonymous at Mon, 8 Nov 2021 12:52:59 UTC No. 860829
>>860705
I've been wondering this for a while but I never got around to making a thread
nice!
Anonymous at Mon, 8 Nov 2021 13:06:58 UTC No. 860834
>>860705
It's padding to prevent color bleeding with mipmaps
As an object gets further away it uses lower resolution versions of the texture, which tends to cause problems near UV seams
Anonymous at Tue, 9 Nov 2021 21:02:12 UTC No. 861163
Wow. /3/ is chock-full of literal brainlets and amateurs.