Megaquarium

Megaquarium

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UV edit of floors is weird
while working on new floors for a new paint pack i just couldnt get the floor paints to align properly to make them seamless, i started to notice it aswel on several basegame floor paints aswel, so i went to check the UV edit of floors and turned out the UV edit isnt properly aligned for it.
https://imgur.com/wa4uP43
the link goes to a screenshot showing the UV edit, its not aligned with the pixels(it was maxed zoomed in) like on the right side the UV edit is halfway of a pixel and on the bottom around 90% of a pixel.
Last edited by rickreptile; 5 Jan, 2022 @ 12:39pm
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Showing 1-5 of 5 comments
rickreptile 58 5 Jan, 2022 @ 1:24pm 
one example of a texture i want to use is this one:
https://imgur.com/p2pqAlX
Twice Circled  [developer] 3 6 Jan, 2022 @ 3:21am 
Personally I've never noticed any issues with the base game textures not being seamless.

But I get it can be hard to get the paints to tile nicely. I'll ask my artist to see if they have any tips. ;)
rickreptile 58 6 Jan, 2022 @ 3:51am 
Originally posted by Twice Circled:
Personally I've never noticed any issues with the base game textures not being seamless.

But I get it can be hard to get the paints to tile nicely. I'll ask my artist to see if they have any tips. ;)

yeah most are fine, some got a small stripe visible or close to being seamless like these 2:
https://imgur.com/FRkHBwo
to be honest its something you only truly see if you really get up close.
Twice Circled  [developer] 3 17 Jan, 2022 @ 2:05am 
[Moved to Steam Workshop forums]

From my artist:

Here is a template for the floor map:
https://drive.google.com/file/d/1u57AntRT4E-76rGuY8Z49tlE-tPbejWr/view?usp=sharing

As long as you put the same tiling texture in both the A and B then (as long as they line it up correctly with the UV map) it'll tile nicely.

To get more variation the floor tiles are laid out in this pattern:

ABABABABA
BABABABAB
ABABABABA
BABABABAB

So the bottom of tile A must tile with the top of tile B and the right of tile A must tile with the left of tile B and vice versa and etc...

My last tip would be to start big and scale down. I make all my textures at 1024x1024 and then scale most of them down to 256x256. This way any errors get marginalised.
Last edited by Twice Circled; 17 Jan, 2022 @ 2:06am
rickreptile 58 10 Mar, 2022 @ 2:25am 
Originally posted by Twice Circled:
[Moved to Steam Workshop forums]

From my artist:

Here is a template for the floor map:
https://drive.google.com/file/d/1u57AntRT4E-76rGuY8Z49tlE-tPbejWr/view?usp=sharing

As long as you put the same tiling texture in both the A and B then (as long as they line it up correctly with the UV map) it'll tile nicely.

To get more variation the floor tiles are laid out in this pattern:

ABABABABA
BABABABAB
ABABABABA
BABABABAB

So the bottom of tile A must tile with the top of tile B and the right of tile A must tile with the left of tile B and vice versa and etc...

My last tip would be to start big and scale down. I make all my textures at 1024x1024 and then scale most of them down to 256x256. This way any errors get marginalised.

bloody hell, why didnt steam notify me on this, this is soooooo useful :3 thanks for it
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