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Edge padding issue

12 REPLIES 12
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Message 1 of 13
Anonymous
2104 Views, 12 Replies

Edge padding issue

hello guys i'm pretty new on Maya and i'm using it to solve an issue that i have with my imported wall model in unity...

 

the actual problem that i have is showed on the picture.. and what i want to do to fix it i exactly this 

 

http://wiki.polycount.com/wiki/Edge_padding

 

but i can't figure out how exactly do it... any help?

 

sorry for my bad english...Capture.PNG

12 REPLIES 12
Message 2 of 13
sean.heasley
in reply to: Anonymous

Hi! It's a bit hard to tell cause your screenshot is really low res. Can you possibly post a higher res image by manually attaching it to the post? Also is you problem that you want edge padding or don't have any?
Message 3 of 13
Anonymous
in reply to: sean.heasley

Hello! thank's you for your Help!

i'm getting that issue in Unity and a unity Engineer has told me 

 

"Judging from your screenshots, this looks like an issue with mip mapping, as opposed to a lightmap artifact. Seems like the texture used for this asset does not have enough padding between bright wallapaper and dark wood UV shells. 

This is something the author need to fix themselves in the package. Please contact them directly, and provide them with a link to this thread.

Alternatively, you could modify the texture yourself to add more padding between shells, in order to prevent mip seams."

 

now, i bought this assset so i don't have any idea to how fix it.. i'm just trying to learn maya to create a simple object but nothing like this...

i hope someone can help me..

 

let me know if the picture it's ok now

Message 4 of 13
sean.heasley
in reply to: Anonymous

Hi @Anonymous 

 

What he's saying is that the shells that are wood and the ones that are the wall material are probably too close to each other which is causing that issue. You could try moving those shells and or modifying the texture but if you bought this asset then it may have been made in such a way that you can't really change it.

 

When you get a chance, can you please zip and attach the scene file here or via dropbox/google drive or another file sharing program so I can take a look at it? If the file is confidential or under NDA please send it to me in a private message instead of posting it here.

 

 

Message 5 of 13
Anonymous
in reply to: sean.heasley

thank's you for your help!

 

actually the Author of this asset doesn't help me so i'm trying to fix it by myself but isen't something so easy for a noob..

 

here the model with texture, again thank's you

Message 6 of 13
sean.heasley
in reply to: Anonymous

Hi @Anonymous 

 

Thanks for sending me the file!

 

The quickest test you can try is opening the UV Editor and select the shell that is on the cement part of the texture. Once selected just scale it down a little bit so there's a little bit of concrete on the outside of the square like in this image:shell.png

 

 

This will give some padding to the UVs and stop any bleeding that can occur when UVs are right on the edge of two different materials. If that doesn't work you can scale it in a bit more and see if that changes anything.

 

The same steps can be applied to the wood materials if need be.

 

 

Message 7 of 13
sean.heasley
in reply to: sean.heasley

Hi @Anonymous 

 

I'm just checking in again to see if you need more help with this. Did the suggestion I provided yesterday work for you?

If so, please click Accept as Solution on the posts that helped you so others in the community can find them easily.

 

 

Message 8 of 13
Anonymous
in reply to: sean.heasley

hello!

thank's you for your help!

 

actually i don't have much time to test it so i'll try to fix in on this week end and i'll let you know if i was able to fix it!

 

again thank's you!

Message 9 of 13
Anonymous
in reply to: Anonymous

i'm totally don't have any idea to hows do that... this is what i'm figure out when i open uv editor... 

Message 10 of 13
sean.heasley
in reply to: Anonymous

Hi @mirkojpn 

 

I made a quick video that should help you out.

 

 

 

 

 

 

Message 11 of 13
Anonymous
in reply to: sean.heasley

hello!

thank's you for your Video! it helped me to scale it, i still have the same issue visible in maya too, where you are going to be close to the object it will disappear, but will be visible if you zoom out your point of view, for example if you try to look to that from a prospective of 90 degress, it will be visible...

 

what i think it depends of the cement parth that is divided into two part, then what i have visible in unity and maya is where this two "quad" collide...

 

there is a way to combine it to get one single quad behind the wood? it should fix it.. what do you think?

 

again really thank's you fo your help, i'm getting creazy trying to fix it...

Message 12 of 13
Anonymous
in reply to: Anonymous

no way to fix it in that way.

 

but i fixed it alternatively by model it myself, inside the asset there is also any parth of the wall separated, so i have also the possibility to build it myself, i just did it nad replaced the wall behind the wood with a different one than now works well, also in this way i have also the possibility to change the wall cement with something else.. thank's you anyway!

Message 13 of 13
sean.heasley
in reply to: Anonymous

Hi @Anonymous 

 

Glad you figured it out! Thanks for explaining what you did and marking it as the solution!

 

 

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