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Hi,
This is an expected behavior. Unfortunately, seams will always be somewhat visible depending on your UV layout.
You have to think of your texture as a grid of pixels. A pixel is a unit, but UVs are floating coordinates between 0.0 and 1.0.
Your UV "lines" will cross and split pixels in half. This is what causes seams.
Either you perfectly align the UVs to the pixel grid, or you are okay with some visual artifacts.
For a game scenario as you describe you have several options to minimize the v
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Hi,
This is an expected behavior. Unfortunately, seams will always be somewhat visible depending on your UV layout.
You have to think of your texture as a grid of pixels. A pixel is a unit, but UVs are floating coordinates between 0.0 and 1.0.
Your UV "lines" will cross and split pixels in half. This is what causes seams.
Either you perfectly align the UVs to the pixel grid, or you are okay with some visual artifacts.
For a game scenario as you describe you have several options to minimize the visual impact:
1- you place the seam on an edge or crevice where it will be harder to spot
2- You use tiling texture on a mesh and blend several materials on top of one another. The high tiling amount reduces the seam visibility (more pixels, less seam visibility)
3- You hide the seam by placing an object on top of it.
Kind Regards,
Geoffroy SC
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Hi Geoffory,
Thank you. I had a feeling this might be the case, but when learning something new I always reserve the possibility that I am being an idiot and there is a solution that I am just not seeing.
Thanks for the exlpanation/confirmation. All the best!
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No problem, I hope you find a solution for your project, if you have any questions feel free to ask here and I'll try my best to help you!
Kind Regards,
Geoffroy
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Even though this thread is a year old I wanted to add in my potential solution here in case anyone is having this issue. I was running into this problem and it was because I had the blend mode on the paint layer set to "pass through" for the base color channel only. This was leaving a very visible seam because the clone stamp was not cloning the normal, roughness, ao, etc because the blend mode for those channels was still technically set to "normal". Solution was to right click the blend mode drop down on the paint layer and hit "apply to all channels.
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