Hello,
After I export my textures sometimes (like right now) I'm having a problem with padding where the padding is bleeding into other UV islands.
Please take a look at the baked normal map from MAX to have an idea where the UV islands are.
And as an example here is the roughness map exported from Painter. Padding is going on top of everything.
And this is how it looks in painter before exporting:
Replies
The padding is generated based on the uvs from a texture set. So if you separated the mesh in two materials, the padding generator is unaware of the UVs presents in other texture sets.
(Note : you can move the second toolbar -the lazy mouse- inside the first toolbar if you want to gain some pixels on the screen. )