Anyone know why i'm getting this problem (see picture)? Nothing is overlapping in Photoshop nor 3ds max but i still get 1-3 pixels bleed from the right black and white plane into the left plane.
I'm trying to make som SCI-FI modular panels and each texture is 512*512 pixels. The atlas for the panels is 2048*2048 and it's very exactly divided into 512*512 pixels large areas. The UV's in 3ds max are snapped with vertex snap so they can't be off (right?). Each plane in 3ds max is a copy of the original one so they are exactly the same size.
Mind that i'm a newbie in the 3d world so this might be a very stupid error/problem on my side.
Picture of the bleeding:
http://i.imgur.com/RVmQPMg.png
Replies
This will become much worse with mip-mapping in a game situation, so you need need a hefty border between the textures.
Any advice as to how large border in pixels, for the textures, should i have?
That was one fine link! Now it makes much more sense.