[Archived - Lexique] Textures look fine in Studio but wrapping in Classic

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Posted by “Lexique” on September 16, 2023.

[Archived]

Hi, I have no idea where to place this question. But I've finally understand enough to ask the question...

 

When I create a particular product in Studio, it looks fine - the seams join just right. And it looks as expected in IMVU Next web and on the iPad app and on my Android phone. But in classic, there are clear demarcations between the faces/textures. I've had it happen on little cube rooms, and on avatar cubes - those are the things that give the obvious issue because the lines are clean and simple. So I've worked hard to make sure the uvs have been unwrapped correctly, I've trimmed the textures - I've done everything to try to fix this. NOTHING fixes it. So I got to looking quite closely and I can see that IN CLASSIC, the texture is wrapping. It's offset a few pixels. So if the colors on top and bottom are the same, I wouldn't notice, but when there is a stark difference, it's quite obvious. The wrapping occurs both top and bottom, left and right. I also tried to derive a product in Classic, and same error, and so I imported the fbx fresh into classic creator and still the same error.

 

So now I am wondering about the Studio Toolkit? Or maybe this was always a problem in classic? (I've been creating in IMVU less than a year). Anyway, if there is a fix or workaround (other than the obvious of choosing a texture that doesn't vary much) that anyone knows of? I'm hoping it's just something stupid I've done and it's an easy fix. Thank you very much for anyone who answers.

 

Here's a derivable that is showing it. I haven't tested others for this question, but I have had it happen on other products.

https://www.imvu.com/shop/product.php?products_id=64803350

 

 

Screenshot 2023-09-16 232641Screenshot 2023-09-16 232608Screenshot 2023-09-16 232500Screenshot 2023-09-16 232422

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Community posted 3 months ago Admin

Posted by “F199” on November 27, 2023.

[Archived]

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Community posted 3 months ago Admin

Posted by “Drosselmeyer” on September 21, 2023.

[Archived]

Thanks @Lexique​! I have passed your appreciation to the Studio team. They really welcome it!

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Community posted 3 months ago Admin

Posted by “Lexique” on September 19, 2023.

[Archived]

@Drosselmeyer​ , thank you so much for responding. I can see that my starting in Studio - I forget about the classic constraints. I was really thinking that the max in classic was 512x512. I do get some very strange skewing sometimes in classic. But I believe that at least 90% of my sales come from the classic desktop so I have become more mindful of that. In fact I love the particle systems in studio but nobody can see them so I have quit making them and have started focusing on items for the desktop app. I like creating in Studio though - The problem is not Studio - you all are doing amazing! - it's the inventory interfaces on the desktop beta and ipad/mobile. If that were fixed to accommodate us ladies with large closets full of amazing creations, I just know people would more readily abandon classic. But until then - I am really happy that you took time to suggest what you did. I am mindful of bleeding regarding opacity maps but was not thinking that way regarding uv maps. I totally forgot about that. Many thanks.

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Community posted 3 months ago Admin

Posted by “Drosselmeyer” on September 18, 2023.

[Archived]

@Lexique​ , I "think" the issue might be that the texture(s) you have on the walls are 512x512 which is the largest allowed texture size in Studio (and all Next platforms) and the largest size texture allowed in Classic is either 512x256 or 256x512. When the texture is resized in Classic it gets a little "off". (Maybe) Just a guess. Also when I am trying to get a perfect seamless transition I also don't make my UVs right at 0,0 and 1,1 rather bring them in a bit 0.01, 0.01 and 0.99, 0.99 to compensate for texture "bleed".

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