Hi Quixeler!
Even though I'm using the Suite for some time now I'm still not 100% sure about the best padding for the input maps.
I used to use maximum padding, means the empty space between uv islands is completely filled with padding, however that introduced some problems with certain dynamask settings to bleed. I guess that this results from normal map padding creating strong curvature in the generate curvature map.
On my last project I used none or very narrow padding, which worked good in DDO, but I had to add the padding manually on the exported maps, I would like to avoid that additional step.
Some recommendation would be awesome.
Replies
You won't need a lot of padding, no more so than what you would normally plan for in any situation with mip mapping. It depends on the size of the object and the texture size - Polycount's Edge Padding wiki entry goes over this in-depth.
Normally I fill up the whole space with padding which caused bleeding in some cases.
I understand that basically any padding works, except what I used to use