Making texture maps, spread edges?

Oso3DOso3D Posts: 15,085

Making UV map stuff and I'm having a problem where the seams are showing white. If I understand what's going on right, what I want is to go into the image and essentially border all the islands with more of that color.

Is there any automated way to do this in Photoshop or GIMP or something?

(I know Liquify does that as a brush, but that seems like a pain)

 

I attempted to play around with Gaussian blur or something similar, but that doesn't work for a bunch of reasons

 

Comments

  • Oso3DOso3D Posts: 15,085

    Er, figured it out. Heh. Not SO hard.

    For the curious:

    Take map. Copy/paste to 4 more layers, add a white layer at bottom.

    Select by color (white) with 0 tolerance (this is assuming the fill color of your texture is white).

    Delete selection from all the layers except last white layer.

    Use a tool that moves the image (in Photoshop that I have, it's the first icon at the top).

    Starting with the second layer, nudge four layers in four directions one pixel.

    Flatten, and there you go-- padding of 1 pixel in every direction. Repeat if necessary (wasn't in my case)

     

  • 3Diva3Diva Posts: 11,973
    edited February 2017

    I just do it the lazy way. Select the white area with the wand tool (making sure that the wand tolerance it set pretty high, around 24, so that I get ALL the white) then go to Edit >> Fill >> Content Aware.

    Post edited by 3Diva on
  • WilmapWilmap Posts: 2,917
    edited February 2017

    I usually select the white background, then contract by about 5 pixels, invert the selection and delete. This way you are left with a border around your UV Map.

    Post edited by Wilmap on
  • ValandarValandar Posts: 1,417

    I personally reccomend at least 8 pixels of bleedover for every 1024x dimension. So 32 pixels on a 4k map, etc.

  • Oso3DOso3D Posts: 15,085

    Diva: AH HA!
    I was sure there was some way to do that, thanks.

     

Sign In or Register to comment.