XnaFreak [2018-03-22 08:22:08 +0000 UTC]
Many ideas how to fix such an model bug, but without a model to look at, I don't know how to resolve your problem.
- Retopologize the mesh with wrong triangulated symmetry
- The unwrapped mesh include any texel outside the UV area or near the the texture's border; you should shrink the UV-face that you get some border around the faces. Keep UVs within the 0 to +1 texture coordinates!
- Overlapping UV shells
- Texture seams on uv border edges; wrong calculated Normals
- Wrong Bump Map; or wrong swizzle coordinates
- ...
Many ideas ...
Examine the model careful, and you will know how to fix your model !
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sohdakii In reply to XnaFreak [2018-03-22 09:23:00 +0000 UTC]
Mature Content
its increses the more i zoom out the model, its really wierd :S
according to this topic xnalara.org/viewtopic.php?f=21… when black seams appear its something about specmaps/lmaps ?
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XnaFreak In reply to sohdakii [2018-03-22 09:47:50 +0000 UTC]
This model have no specmaps; just diffuse (color) maps.
The model is a mess
Even his image "Prev.png", inside the model data folder, shows the black lines:
1) The texture image has a resolution of 4096x4096 pixel. Much too high resolution. To fit it on your screen, it must be use a "Minification filter" at render time, and this (fast resolution reduction) produce the "black lines" on the UV border. Every "High Resolution texure" (HR) produce a "low quality" (LQ) render result; and not a HQ image.
2) The UV map include ALL texel outside the image area
3) Half side of the model has Non-manifold geometry not welded faces)
Solution:
You can try
- to reduce the texture resolution with Photoshop. Ty 1024x1024 or 512x512 pixel.
- Use XPS "Modify->Smooth model"
Result
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