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Old 14-09-2009, 12:58 PM   #21 (permalink)
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In the future, I would recommend spacing your uv shells farther apart. While it might look fine in the viewport at the highest res, once the model is ingame, the texture will be downsized and mip mapped, and all those pixels will blend together and cause seams. This will be especially noticeable if you have contrasting colors next to each other on the shell edges.

In my opinion, a good rule of thumb is that a 1024 image should hold up when resized down to a 256 mip map. You should have at least a 12-16 pixel spacing between uv shells, and 50% of that between a shell and the edge of the 0-1 space. You should use that spacing to bleed out your texture beyond the uv borders so that it holds up.
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Old 15-09-2009, 02:09 AM   #22 (permalink)
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PredatorGSR - It depends from engine, filtering type and mipmap mode. For U3, for example, You can freely create UV without shell distance problem, couse You have anisotropic filtering. You right, that we have to be carefull, but this little vehicle is ok imo

More about filtering: Anisotropic filtering - Wikipedia, the free encyclopedia

Regards,
Mad
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Old 15-09-2009, 11:42 AM   #23 (permalink)
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Thanks for the info. The game I'm currently working on for the ps3 doesn't appear to have that feature, so we have to space our shells far apart. I wasn't aware that AF made that huge of a difference, thanks for the heads up.
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