Trying to get my hands dirty with making a simple box building and running into a problem. In max, my building has no seams but after import into Unreal Editor, there are seams. Heres a screenshot:
And here is the texture I am using. The bottom half is a tiling texture which is only half of the texture sheet, so I can use the top space for another tiling texture.
And here is the UV layout I have.. I've only really UV'ed the front and then ran into this problem
How do I get it so that when it's in UnrealEditor, I won't have those nasty seams?
Replies
If you've put the top of your UV layout there at exactly half way up the UV bounds, then as soon as you mip down a level, the mid-point pixel will inherit the white from your texture at the top.
The solution is to move the top of your UV layout down a few pixels.
Also you could test this in Max by making sure mip-mapping is turned on in the viewport, display the texture and zoom out a bit - you'll see the white line kick in after you zoom out a little way.
-Tyler