#why does this corner look like that
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agh what the hell
texture bleed. either make your textures 1 pixel bigger than the uv itself or shrink the UV by like .1 units all around to hide it
its just a rendering error shown because colors on your texture are touching
what i tend to do to fix it is that at the very last step of my model I crtl A to select all faces, then in the uv window i shrink them horizontally .2 units, then vertically .2 units. then i move them right and down .1 units effectively pinching it in .1 units on all sides
sorry but what was the uv?
is it this grid thing?
ehmmm i tried doing this and somehow i made it look worse
i dont know what i did wrong
we don't know what you did
me neither ngl
i mean you could have at least show us the uv
ehhhhhhhhhhhhhhhhhhhhhhhh
i selected bone, ctrl a, and then shrinked .2 units horizontally and vertically
sorry i was going to but i got distracted
uv edge like this is still bleeding by having adjacent color pixel being different.
ehm what
and btw idk which approach you did from valo's advice
you are suppose to shrink the uv faces, not mesh's faces
i tried shrinking it
is the uv edge like outside the texture?
face that you selected, will show how it's mapped in the texture, under the uv window.
and the way it is mapped, the edge have different color/transparent bit, cause texture bleeding
You can use !faq texture-bleeding, it contains a lot of the info about it
why would i do that when my method works perfectly well when done right :V