Advanced Member Findus Posted July 29, 2017 Advanced Member Share Posted July 29, 2017 Not sure if I should log this as a bug, but if I export a layer and part of it is transparent, then the padding will overlap empty UV islands if it's big enough. When reimported, these padding artifacts then show up on the model. This can obviously be prevented if the padding width is set accordingly, but generally I'd expect the padding to respect UVs, because that's something that's easily overlooked. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 30, 2017 Share Posted July 30, 2017 Dont use Alpha in color map is OFF ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Findus Posted July 30, 2017 Author Advanced Member Share Posted July 30, 2017 Thanks, Carlosan! That doesn't seem to make a difference when exporting single layers, though (not whole textures). Quote Link to comment Share on other sites More sharing options...
Advanced Member Findus Posted August 1, 2017 Author Advanced Member Share Posted August 1, 2017 Turns out padding is also applied within the same UV island, possibly if there are harsh transitions from opaque to transparent pixels. I consider this a bug. Bug report here: http://3dcoat.com/mantis/view.php?id=2303 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 2, 2018 Share Posted July 2, 2018 Workaround: JedTheKrampus said: And how does it look if you look at the exported texture in another 3d program? like, an engine for instance. If you go to Edit->Preferences in 3D Coat and then set Padding to Never (or Manual Selection and then click No after exporting the texture) 3D Coat will export the texture without inpainting in the UV gutters. You can then export each of your material's textures with no inpainting (I recommend PNG for this particular task) and import all of those images in your favorite 2d image editor as a layer with Normal blending mode. After you've merged this image you'll need to run an inpainting filter like Solidify, which is a good idea because it makes the lower-resolution mipmaps of the texture look correct on the UV seams. For Krita you can use Filter->G'MIC->Repair->Inpaint (Solidify). It's a bit slower than the Photoshop filter I linked but it works well. In the future it might be better to use just one material slot as you won't have this extra step to deal with. Quote Link to comment Share on other sites More sharing options...
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