The first image is a shoulder pad and the second is the forehead
I dont think so. I’ve checked the UV map and its all good. One suggestion I got was to decrease the entirety of the map to 1020 by 1020 because apparently it’s a compression issue. I’m going to try this and see if it works.
- MAX texture size is 1024x1024. Any bigger compresses down.
- Maybe, there’s transparent pixels, with white color. They have tendency to bleed. Color them too, so they will be still transparent, but have for example purple color.
Here’s the whole map compressed if anyone want’s to take a look. The bleeding edges are outside the map.
May I ask - does this character has Humanoid
under it?
No… Now that I think about it I totally forgot to add one… Will do later and will update you.
In this case, I honestly don’t know why that occurs. My assumption was that Humanoid
downscaled texture to 420x420 size, but if that’s not the case, then IDK. Your texture is 100% good, and shouldn’t have such artifacts.
I actually cant add a humanoid because apparently the game this is for dont use humanoids.
Im trying to think… The UV MAP looks fine, the texture obvs has no issues and I’m using surface apperance to apply. Could it be a bug?
Hm…
Can you try to do this:
- Put this texture to
MeshTextureId
- Put this as
Decal
on flat surface - Put this into
ImageLabel
with 1020 px size
Cuz if it’s bug, then on this 3 situations it should behave correctly. Otherwise, it’s either Entire Roblox image related issue, or image issue itself.
could’ve made it more obvious
Option 1 appears to have white border bleeds
Option 2 is still showing pixel corruption
Option 3 Actually appears to be fine.
Still cant get the texture to look clean. Out of ideas.
(ingame)
(downloaded)
I find it particularly noticeable on this Roblox billboard
The only solutions i can think of are to make a higher resolution texture, or reorganize your texture to have each island be larger
Hopefully someday roblox will chill out a little bit with the texture compression in game, it’s very extreme as it is now
I’ve noticed that the higher the resolution, the more likely pixel corruption will occur. I will try to reorganize the islands and I will see what will happen.
I’ll let you guys know if this solution worked or not. Have to leave for today.
Found a solution today. By increasing the size of the UV MAPS. I’ve found better results, but this leads to having a very strict layout and it’s immensely difficult to keep all parts of the model high quality.
I’m not sure if it’s entirely possible to get away with only one UV MAP now. If anyone has suggestions, let me know.
Give this a try. I’ve used it in the past to fix a lot of my images that had outlines on things that weren’t supposed to and it was able to fix it.
Thank you for this suggestion, however this setup cannot fix pixels that have corrupted the texture itself and not the borders. I’ve just tried this method and no changes so far. What has worked, albiet not a perfect solution, is having the UV islands you want the most detail big
See references to 1 and 2
these ones have changed UV maps