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Seams, how do i remove them...


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OK guys.. this is likely a very simple question for its driving me nuts...

I have the following VERY simple texture exported as PNG from blender.

here it is

aVmUU33.jpg

Now i'm using GMP and just want to colour in the boxes a single colour, problem is the seams when i colour in it looks like this:

0aM0moz.jpg

So you see the seams on the colour NOTgoing nice and clean to the edges. Plus i want the seams inside the large box to be removed...

So i ask how are people getting this nice clean textures.

Sorry is this is basic but only started learning a few days ago, using blender, unity and GIMP.

BTW i have searched and these forums and google, lots of posts but not one that i can understand in plain idiot English....

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This is a GIMP question. Anyway: when selecting or fill in GIMP, there is a threshold in the tool options. You need to increase the threshold so that it includes more of that grey colour while still excluding the black.

It's sort of doing it a cruddy way anyway, you should be doing it with layer masking rather than MSPaint-style.

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Or just fill the layer underneath.

What you exported is not "texture", it's uv layout of your mesh, you can to use this edges in some way at the texture but basicaly it's just guide.

And seems like uv of your cylinder is squashed or this is very tall cylinder, in this case layout must look something like this,( there no reason for such big texel density difference):

DQ2Ztvl.png

this just asks to split caps and miror a half

Not pretend to be a guru but it's definetly too early for you to create a threads and mess with unity. You need to look more about for basics of all processes to begin understand what is you doing and why and for what (and what is called texture seams usually), there lot of tutorials(I'm not mean this forums, I mean internet, but even there) of any level and even step by step of complite workfow.

Edited by zzz
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Thanks for the replies i have now discovered the wonderful world of Layers! and don't have the horrid seams, so i have managed create basic tank shapes in Blender, create a Basic UV Map and then texture it using layers etc nothing complicated. so its coming along nicely...

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The box select tool will work but I like to use the paths(vector) tool, it's a manual process and there are tricks you have to learn but basically you take the paths tool (calligraphy pen with a line and a bar with two squares and a circle) and put a point at each corner. This is useful because you can then re-select that region any time you like, and stroke it if you wanted (that's nasty)

sidenote: The UV layout you posted is 516x553, you should change it to 512x512, it's cleaner numbers and there may be a bug involved with double loading of non-multiple-of-2 textures

example:

UlutcnS.png

Btw, I notice your circly bits (I'm not gonna count the sides) don't have edges inside, this suggests to me that this is a single N-gon on your model, and that isn't going to work when you get it into KSP. Everything needs to be triangles like this:

YxHneeR.png

Forgive me if I'm mistaken and you've somehow disabled the interior edges on each island, also this is an old UV map from when I was less good at modelling, it'll be a lot less worse when I get around to fixing it.

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  • 2 weeks later...

Layers are indeed the secret of texturing.

I usually put the color layer on the bottom and stack all the other details on their own layers. Hull seams have a layer, windows have a layer, luminosity has a layer, bump mapping has a layer. I use photoshop and save the PSD then toggle layer visibility and save components as PNG.

By keeping everything on separate layers I can easily copy the hull seams to a new layer and convert them to a bump map. Same with copying the window layer to the luminosity layer. If you need to change just one feature you don't need to redo the entire texture. You can also try out features you're not sure will look good like a logo or text or a noise layer over the color layer to simulate grime or wear.

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