Textures become glitchy when increasing subdivision level in blender

I’ve been trying to make a countryball model in blender and export it to studio. I want them to be smooth without any squares visible.

When I try to apply a texture to the body mesh, a weird pink line appears on the front which disappears when you zoom on it. There is no line on the back though. I’ve noticed that if I lower the subdivision surface level in blender, that line seems to disappear. But, as I said before, I want to keep the model smooth.

The lower resolution ball already has really high topology.
If you want it to be smooth why don’t you shade smooth it in blender?

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10k Poly limit bro.
Also the higher topology you have the worse LOD will look like likely.

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As people said, smooth shading will stop you from using so much geometry for the same visual effect, however for future reference the actual cause of the weird texture issue could be that your UV seams are too close and bleeding into each other. That pink is half way between white and red and would explain why moving away from the object makes the pink appear. Can you show your UV map/texture to confirm?

Increase the margin of each UV island and that should fix it for future use cases, but for this specific case it’s best to smooth shade it. :slight_smile:

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Shade smooth fixed that problem, but here you go. To be honest I’m not really that experienced at blender and I’m still learning stuff.

It’s ok that you’re starting out, we’re here to help anyone at any level of knowledge :smiley:

Can you also share what the texture looks like? I can provide a solution that’ll help with this country ball as well as potentially help you with future country maps applied to the same UV :smiley:

Here’s the texture with a UV map on top and the texture itself. This texture is just a Polish flag, but it can be any country.


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