Symmetry texture showing edge right in the middle of the character
by Playware · in Artist Corner · 08/05/2010 (7:39 am) · 4 replies
Hi guys,
currently, I'm facing a problem with symmetry map for my model. It seems like when I move the camera far away from the main character in TGEA 1.8.2, it shows a seam/edge right at the middle of the character. The UVMap is correct, can't find out what is the problem for this.
There is no problem if the camera is near to the character. Is it the TGEA engine problem or the 3d problem ? Please guide me if anyone have any idea about it.
Thanks.
currently, I'm facing a problem with symmetry map for my model. It seems like when I move the camera far away from the main character in TGEA 1.8.2, it shows a seam/edge right at the middle of the character. The UVMap is correct, can't find out what is the problem for this.
There is no problem if the camera is near to the character. Is it the TGEA engine problem or the 3d problem ? Please guide me if anyone have any idea about it.
Thanks.
About the author
#2
Thanks for the help. The problem is solved.
Before this we were using .png files as textures. There is no option for us to disable the mipmap when we export the file. But now we changed to use .dds file, so we just check the option "no mipmap", and use that .dds file as texture for the model.
The edge/seam is gone.
I have some other question here if you don't mind:-
1. this edge/seam problem happens because it is enabled by default if we use .png or jpg files ?
2. this edge/seam problem happens because the mipmap is turn on and there is no mipmap information ?
hope you still keep track on this Thread and reply me.
Thanks.
08/10/2010 (8:40 am)
Hi Logan,Thanks for the help. The problem is solved.
Before this we were using .png files as textures. There is no option for us to disable the mipmap when we export the file. But now we changed to use .dds file, so we just check the option "no mipmap", and use that .dds file as texture for the model.
The edge/seam is gone.
I have some other question here if you don't mind:-
1. this edge/seam problem happens because it is enabled by default if we use .png or jpg files ?
2. this edge/seam problem happens because the mipmap is turn on and there is no mipmap information ?
hope you still keep track on this Thread and reply me.
Thanks.
#3
2. As you are aware mipmaps are rediculously useful with regards to helping to minimize visual distortion and artifacts. Most mipmaps that are made automatically by the game engine or in the file format (ie. DDS plugins that let you save to the format) and are simply made by reducing the image size which blurs and muddies the pixel data. Usually this works out well, but you are finding one of those cases (another would be normal bumb maps) where it fails hard. In these cases you can generate your own mipmaps for DDS files. There are also some methods within the engine itself that you can utilize to control which mipmap is loaded on an object (http://www.torquepowered.com/community/forums/viewthread/78410)
08/11/2010 (3:01 pm)
1. The problem occurs becase when you leave the tiling options on in your 3D DCC app, data from the left hand side of the bitmap gets pushed onto the right hand side. So when mipmaps get generated these pixels blur together.2. As you are aware mipmaps are rediculously useful with regards to helping to minimize visual distortion and artifacts. Most mipmaps that are made automatically by the game engine or in the file format (ie. DDS plugins that let you save to the format) and are simply made by reducing the image size which blurs and muddies the pixel data. Usually this works out well, but you are finding one of those cases (another would be normal bumb maps) where it fails hard. In these cases you can generate your own mipmaps for DDS files. There are also some methods within the engine itself that you can utilize to control which mipmap is loaded on an object (http://www.torquepowered.com/community/forums/viewthread/78410)
#4
Thanks for the help. The information is really helpful. I will research more on this in case i need to use the mipmap later.
Thanks alot.
08/12/2010 (6:26 am)
Hi Logan,Thanks for the help. The information is really helpful. I will research more on this in case i need to use the mipmap later.
Thanks alot.
Associate Logan Foster
perPixel Studios
When these settings are on, a tiny bit of pixel data from the other edge of the bitmap overlaps. As such I am guessing you have a big black background for your bitmap (which btw isn't a good thing to do, use a background color that matches the common color of the rest of your art) and this line is mixing in with the pixels on the other side.
To correct this:
- Go back into you 3D application that you are using and turn off all of the tiling option in the material parameters for the object in question. Then re-export.