I was wondering about this, what the best way of dealing with the issue of the unwanted color bleeding into a portion of your unwrapped model. This usually happens with vehicles, guns, etc. in my case. I have a section of the unit that goes from black to gray for example and to avoid the black getting into the gray portion I detach the uv chunks a bit. I'm wondering what a better way to deal with this and keep uv chunks that should be together, together.
. Later.
Alex
Replies
Alex
box01.zip
Though i don't know why you'd *need to keep these bits of the UV bang together. The main reason would be for efficient tri-stripping (every time you break verts for mapping it breaks the tri-strip), but you've already broken that by taking the sides of your extruded face up to the top of the texture sheet.
If you're being as careful as you can and still getting bleed, try shrinking the middle face UVs in a pixel or so ... or more preferably using some of that wasted space around the outside and expanding the rest of the box out a bit. I bet you'd never really notice the slight discrepancy in pixel density when the texture's on.
Alex
I got a quickie PS Action that does this for me, although doing it at painting time is better. Also most texture-bakers will do this too, like Max's RTT.