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FPSC Classic Models and Media / White lines showing around model edges.

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drew4663
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Joined: 29th Apr 2006
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Posted: 20th Apr 2007 07:43 Edited at: 20th Apr 2007 07:47
I have just started trying to do some basic modeling....if you cal making a cube and then adding a texture to it modeling! I seem to be always getting white lines between where the painted textures are to meet. It doesn't look like it in the modeling program but only when I load it into fpsc. Is this a common problem? I have an in game example here....

http://img401.imageshack.us/my.php?image=speakersnn8.jpg

second image...

http://img20.imageshack.us/my.php?image=speakers2eh9.jpg
Disturbing 13
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Location: Murder Capital of the World
Posted: 20th Apr 2007 08:08
it occurs with any model in any program when you use a large texture to skin with, then use a texture reduced in size. Exe, I skin with a 512x512 and reduce the texture to 128x128. What settings do you have for texture size when testing or compiling?
drew4663
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Posted: 20th Apr 2007 15:13
@Disturbing 13

I most certainly am doing the wrong thing then. I skin with 1024x1024 and don't reduce the size of the texture. So you think this is probably the cause?
KeithC
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Posted: 20th Apr 2007 15:31
It's a problem I am familiar with. What's probably happening, is when you are texturing your UV Map, you are going to the exact edge of the map. You need to do one of the following to hide that seam:

- Make sure the texture continues past the edge of the UV Map by at least 1 pixel.

- Find a neutral color for your texture (like a very dark grey....not true black, or it'll be transparent), and create another layer, then fill it completely with that color. Make sure it is the bottom-most layer when saving the texture.


-Keith

drew4663
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Posted: 20th Apr 2007 16:23
@KeithC

- Yes, I am painting just to the edge of the uvmap.

- Again, the uvmap has always been layer 1 and then the other textures/painting have been layer 2, 3,4 and so on.... I will make sure I do what you suggest and maybe notice a difference. Thank you for your advice.
Disturbing 13
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Posted: 20th Apr 2007 22:27
What I'm asking is in FPSC are you testing on the highest reseloution? if your texture is 1024x1024, then FPSC is still reducing it to 512x512, because that is the highest size it translates to. Not trying to be judgemental, but do you really need a 1024x1024 for speakers? I would reserve something like that for characters maybe, but not a static object.
KeithC
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Posted: 20th Apr 2007 22:40
The resolution shouldn't have anything to do with his white edge problem; however, D13 is correct about using 512x512 resolution (or smaller) for small objects...you may want to consider creating your textrue in it's "true resolution" as well (that is, if the final texture res. for a particular object is 512x512, then create the texture on a 512x512 UV Map), it helps give it a more "crisp" look.

I've ran tests before, and it seems that FPSC will indeed show the textures in 1024x1024; you just end up using more memory than you need to.

-Keith

drew4663
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Posted: 22nd Apr 2007 04:00
@ D13
I know you aren't being judgemental. I think it's great what you are saying. I didn't even know that fpsc resized them to 512x512. It didn't even cross my mind about the size to be honest with you.

@KeithC

I have changed the texture to 512X512. (my camera is a 6.0 megapixel so the resolution was super high) It never even crossed my mind about the resolution sucking up memory. I know that it can but I was just so consumed and in a hurry to get a great looking model made by myself into fpsc. I rushed it to be honest.

**Update - since taking everyones advice the model looks great(to me). Do you think it's worth giving to the community for free? If so I will re-read the AUP and see what the rules are before sharing the file. Let me know if anyone wants it. It is one hundred percent made by me. Thanks again guys for your help and advice.

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