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Issue with texture in game


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I don't believe that those lines have anything to do with the texture, but rather it may be a problem with the model's geometry.

The pipe may be suffering from something called poling, where too many edges (4+) connect in a single vertex, causing sharp specular lines to appear.

Or perhaps there's several edge loops close to each other.

Could you share a wire-frame view of the model? That'd help me (or others) determine what is happening.

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Yes, the mesh for the piping is a bit fine, but I doubt that is the cause of your problem.

Could you try uploading your texture? I suspect that it has a black background, and your UV islands may be too close to the edge of the colored areas and causing some of the black to bleed over.

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You don't have that effect if you use a diffuse shader, no?

Try adding a specular map (alpha channel) to your texture, if you're using a specular shader. Sometimes making those faces into islands in Blender helps too (select faces, press Y). Other times it's just jacked up :( .

Edit: You can also try setting the object scale (make sure it's the size you want it to be first, or an easily scaled size like 1m), select the object and press ctrl+a then click on scale. It will reset the default scale to 1 with the current dimensions. Having an oddly scaled object sometimes leads to weird artifacts. It could also be the projection used to UV map it. I've found the least artifacty way to unwrap is just the basic unwrap and then manually aligning the axes. There's bound to be a better, faster way but I haven't figured it. You'll need to mark the seams first if you do that.

Edited by Randazzo
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That looks like not nearly enough bleed. For a 1024x1024 texture, you probably want 8+ pixels of bleed around the outside of every polygon/island in the UV map. Anywhere that the polygons have colors in common, they don't need be pushed further apart, but rather the outside of a color region where it meets the white/transparent background is probably where you're running into some trouble.

Edited by NecroBones
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