Hey all, Im working on a model that requires all UV shells to sit edge to edge on pixel borders (low res textures). Ive used pixel snap in Maya to make sure all my UV edges are on pixel borders. Everything appears to be fine with my shells. However, my texture is bleeding pixels across UV shells. Nothing appears to be…
I mean your texture looks blurry in photoshop anyway, and sometimes snapping to the center of pixels might work better, but besides all of this, unless you turn off filtering altogether (mostly done in mobile games) you will get mip mapping bleed.