EDIT: Wow, I just noticed this is an ancient thread. Oh well. You already have some answers, but I will share my method: The edge padding function of Render To Texture should do this for you. The rule of thumb I use for calculating edge padding is this: Ask youself which mip map level you expect the model to be seen at in…
I am using 3dsmax's Render to texture to transfer Normal, Diffuse, Spec and lighting maps from my detail mesh to my render mesh. Problem is that there is no "bleeding" of textures past the UVs so when I view the model in engine. I see the seams all black and ugly when it gets mip-mapped. I was told that there is a plugin…
I wrote an Action that does it little differently, using the Minimize filter. I just fixed it, it wasn't using the blur, so I was getting stretchy pixel-smearing. Thanks for the blur idea. This one makes a 4-pixel border, as a new layer. You can use it if you like.…
Max's render to texture has always put the extra edge border around for me. Try changing the "Edge Padding" number in the RTT dialog window - I think default is 2, maybe you should try it higher. As for using Photoshop, you can do this using the Maximum (or Minimum, I always get those two mixed up!) filter. Just select…
Well you can just check pixel border and make sure it's on 2 or greater. Make sure not to save the preview that pops up, because it's a post effect, so it only shows up on the flat that got saved to your hard drive, not on the window that pops up. Also both Pior, and myself made photoshop actions that would do what you…