So I took a model into Zbrush subdivided, painted on it, and exported a very simple texture map. I took the model in Maya and rendered it many times without any problems. When I took the model into the game engine I noticed very dark seams on my model where I cut the UVs. I went back into Maya an realized when I tried to render the model from far away I would get these seams as well. Did I do something wrong in zbrush?
If I go into Photoshop and manually paint around the UV edges the seams will disapear. This makes me think that for some reason my UV edges are spread wider than the painted area in Zbrush. But then why do the seams not show up when rendering at a close distance or in my viewport in Maya?
I have attached 2 images the first rendered up close showing that there are no visible seams, the second rendered from far away and then zoomed in showing very dark seams.
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You can either crank the padding when you bake, or use a dilation filter to add it afterwards (it's quick regardless of how complicated the texture gets).