I fixed the problem. In Photoshop all the maps had a mask applied so the areas outside the uv shells were maked off. Upon exporting, it generated a solid colour for the areas outside the uv shells and this caused the seams. If you have a problem like this and want me to elaborate just message me.
The problem is caused by mip-mapping. As you zoom out, a lower resolution texture is used.
The way to solve this is to make sure all of your maps have pixel padding or a solid background that is similar to the color of the texture. Otherwise you'll get errors along the UV seams with the mip maps.
The problem is caused by mip-mapping. As you zoom out, a lower resolution texture is used.
The way to solve this is to make sure all of your maps have pixel padding or a solid background that is similar to the color of the texture. Otherwise you'll get errors along the UV seams with the mip maps.
Joe, would you recommend leaving a little bit more space inbetween UV shells to accommodate for this issue? I usually use Moderate passing but pack the UV shells real tight for my Artstation pieces but in a game environment this might cause issues?
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The way to solve this is to make sure all of your maps have pixel padding or a solid background that is similar to the color of the texture. Otherwise you'll get errors along the UV seams with the mip maps.