I have been trying to finish a little penguin model, but I have a bit of a problem; my textured model shows a grey line right through the middle of the model when the camera isn’t close to it. When it is close, the line disappears. The first attached image is the model with a camera close ot it, and the second is the same with a camera a bit farther from the model.
However, if I move the UV away from the black part of the texture into the white this line disappears, but I’m not sure why this happens, because as you can see in the third image, the UV coordinates are just a little bit behind the black part.
Yes but, changing the specular color doesn’t affects the problematic line at all. Neither does changing the Spec slider, pressing the Tangent button or anything like that.
Subsufing the model does improves the problem, but it just makes that you have to move the camera farther from the model to see the line, so it doesn’t really fixes it.
The normals are all fine, and there are no duplicated vertices.
About seams: how could this be affecting the model? as far as I know, seams only job is to mark faces so the UV unwrapper knows how the UV map should be shaped, plus my model has no seams at all. I don’t know if it helps, but I created one half of the model then joined them together and cleaned any duplicated vertices, wrong normals and UV coordinates.
sorry, multiple uses for the same word. Seam I meant, was where you joined your left and right halves together; that middle set of vertices, if they are too far in (when viewed from the side) will make a shadow indentation.
ya sure you joined both halves of the mesh and elimiated doubles? It is such a perfect vertical line. Try moving the middle verts to one side, and see if the line moves.
I assume your UV seam is on the back of the penguin…otherwise it could be a pixel off on the UV map so it’s feeding black.
None of these things work… here is the .blend file, but I thought it would be too many trouble for the people in this forum… but I guess it’s easier this way now:
umm…there’s no camera, lights, or texture packed in the file that I could find. Mesh wise, I would bet dollars to donuts it is caused by the triple vertex seam you have running down his middle. best to kill the middle set of vertexes, and join each side (use edge select) so you have a flat edge.Try packing everything just the way you have it now, so that when we download it, we just click render and we see the problem right away.
Here’s a new file with camera, lamp and the texture, though I think that the camera and the lamp aren’t necesary since you can see it from Blender’s edit window…
curious little rendering artifact you got there, right where the UV’s fold under themselves. my workaround is to not use a far-away shot of the little guy.
If youre really curious, you could try doing a full unwrap, mirroring your image, as it must have something to do with that seam and it being bright white. it looks fine with a UV test grid. Otherwise, it looks good! quite the pecks on the guy, he must work out.
It seems that UV texturing is very sensitive to proportions in relation to the closest triangles. If you have two black blocks next to each other, one big and one small, even if they are just plain black and you don’t keep the size ration in the UV map (giving them a part of the texture with the same size, without caring which block is bigger), the smaller block’s texturing becomes very inacurate, resulting in the artifacts I got.
The solution is just to give each triangle a portion of the UV map proportional to it’s size. Also, moving the UV coordinates away from the edges help, but keeping the proportions is a lot better.