lulu01 Posted May 3, 2019 Share Posted May 3, 2019 (edited) Hey, So I found a hand model with UVs and Texture maps online, but the topologie was wrong. I used the Topobuild to draw over the old model, making a mesh right for animation. Lastly I baked the texture from the old model to the new model. Here is where the problem arises. The texture bake shows black lines where the uv border are (See Screenshot). How can I remove the black lines and why are they there in the first place. I'm still new to texture baking and im having a hard time understanding the whole process. Edited May 3, 2019 by lulu01 Quote Link to comment Share on other sites More sharing options...
kleer001 Posted May 3, 2019 Share Posted May 3, 2019 Yea, that's weird. Are the lines there in a mantra render? Are the lines in the texture map? I see the UVs, please post your texture. Quote Link to comment Share on other sites More sharing options...
davpe Posted May 4, 2019 Share Posted May 4, 2019 it looks like you just have to use Border expansion option when baking textures. this kind of artifact is produced where edges of the textured uv island are blended with the black surrounding color 1 Quote Link to comment Share on other sites More sharing options...
lulu01 Posted May 6, 2019 Author Share Posted May 6, 2019 Hey, I believe Border Expansion could work, but it not working out direct. I can bake the texture using Mplay, but I understand that Border Expansion only works when you render to disk, only then I get a long error. Plz check out the files if you want to see it for your self. Hand_TexBake.zip Quote Link to comment Share on other sites More sharing options...
lulu01 Posted May 6, 2019 Author Share Posted May 6, 2019 (edited) I fixed the error problem, I need to bake the texture as an .rat The texture has no black lines anymore, but the transition between uv island are still visible on the texture model. If someone got a solution for this? Edited May 6, 2019 by lulu01 Quote Link to comment Share on other sites More sharing options...
Andrea Posted May 6, 2019 Share Posted May 6, 2019 (edited) An idea could be mix the texture values based on the geometry rest position. This should produce smooth values on the edges and help on the blending Edited May 6, 2019 by Andrea 1 Quote Link to comment Share on other sites More sharing options...
lulu01 Posted May 6, 2019 Author Share Posted May 6, 2019 Thx, I found out the normals cusp angle was too small, this creates color different on the surface of the mesh. The texture was fine Quote Link to comment Share on other sites More sharing options...
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