Hey all,
Im working on a model that requires all UV shells to sit edge to edge on pixel borders (low res textures). Ive used pixel snap in Maya to make sure all my UV edges are on pixel borders. Everything appears to be fine with my shells.
However, my texture is bleeding pixels across UV shells. Nothing appears to be wrong in Photoshop or on my UV shells (straight adges, defined pixels, no overlapping, no edges off borders) however when I view my texture in the UV layout window it appears blurred.
I dont know if Maya is filtering my texture in a strange way or its something to do with the viewport/production render and thats what is causing it?
Ive used Blinn and Lambert materials with just a colour channel and tried every filter option.
Heres some pictures of what I mean...
Click Me
Hopefully someone can shed some light on this.
Many thanks
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