Hi there, I have recently moved into texturing for games and wondering what is the margin of black pixels (Dead pixels) when texturing. As I find mixed up opinion regarding covering up the entire texture space with color info vs unwrapping objec UV in large chunks to cover 0 to 1 UV space more.
![KMFahad_4.jpg](https://lh3.googleusercontent.com/-avL6pvfX8Ec/Tu5lFnI6HoI/AAAAAAAAABA/dCY9zRr3GrM/s576/KMFahad_4.jpg)
![14th_Dec_FKMd.jpg](https://lh5.googleusercontent.com/-ZAhI-1Ojn98/Tu-qTSncJCI/AAAAAAAAAFA/uuaoC9GYtbo/s576/14th_Dec_FKMd.jpg)
![KMFahad_25.jpg](https://lh3.googleusercontent.com/-FVPZ5C542qI/Tu5lS-_ZtiI/AAAAAAAAADc/AWGAhJxAc4k/s800/KMFahad_25.jpg)
So I would like to know your opinion on this matter.
Replies
Dont use black in between the textures as it will still bleed into the mipped textures, instead try and bleed or pad the texture out so it is surrounded by the same colour pixel. (xnormal plugin dilation)
A good idea for texturing like this is keep the image long and thin (or short and fat) so you can tile them in one direction.
edit* aww balls beaten byace-angel...well thems the breaks
work into it your PS export action if you have one, and easy peasy off you go.
Thank you so much all for feedback and useful links
cheers