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Because of the way the unwrap is done, this can be difficult to eliminate all seams.
For instance, all sides of each finger use the same texture region. Since there are texture variations across each finger, this inevitably causes seams on the links between the front and back of each finger. Each finger side should have its unique texture region.
The thumb's texture is split across multiple regions, making it difficult to preserve texture continuity across edges.
Potential way to solve this:
Rework the unwrap
1.1 Ensure each finger's side has its own region (no shared region)
1.2 Ensure continuity across all faces as much as possible.
Remap the original hand texture on top of the new UV.
Load the model with the new texture in a 3D paint tool.
3.1 Paint over areas to fix any remaining seam.
3.2 Export the corrected texture.
Note: Since viewmodels meshes are currently not refactored, this will require editing each viewmodel mesh UVs to use the new texture layout.
Note: For 3D paint tools, Blender supports texture painting. I tested it and I think it would be sufficient for it but it still requires the UV to be restructured for fingers sides. The shared region problem occurs and causes seams along the fingers sides.
In Blue Shift viewmodels, the hand meshes have several UVs misaligned with the hand texture, which causes seams.
This is visible notably in HD versions, which have a lower resolution hand texture.
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