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SachenMacher
07-15-2011, 04:38 PM
Hello Polycountlers, i am not even sure if i am on the right board to seek help, but i will post this anyways.

I have recently made a uv map for one of my models (i am still kinda new to UV mapping) But there is something wrong with it. I baked the texture with ambient occlusion (more like a test, i would make a serious texture later)

and this is the result.
http://s1.directupload.net/images/110716/kwxih2jc.png (http://www.directupload.net)
i am pretty sure that you can see it.

This is the (Test)Texture.

http://s7.directupload.net/images/110716/ei2ehq6o.png (http://www.directupload.net)

I do think this is a common issue since i got this on other models too.

KazeoHin
07-15-2011, 04:45 PM
Harden up your edges along the rim. if the normals are soft, the AO will try to 'interpolate'.

Joseph Silverman
07-15-2011, 05:15 PM
Also, just paint over it, it's not like you're a slave to the information in your ao bake. :p

Moosey_G
07-15-2011, 05:43 PM
Could be an issue of 3ds max itself. It likes to do it's own thing with textures.

meshag
07-15-2011, 06:03 PM
I might be wrong but it looks like a typical lack of edge padding problem.
Try using a grey background for your texture instead of black to verify it.
Also, please post your uvw unwrap and a wire of your model, it's always helpful.