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Original Post
UV map minimal tweak
This was a concern of mine for a the longest time, but tried to not mind it and used to work around it, but as it is not something really hard to do and I think it should be corrected.


As you can see, the current UV has this bleeding problem, in both gradients and textures.

It's good practice to have "UV islands" separated from eachother so the bleeding caused by texture filtering is avoided. So my recommendation is to reduce the uvs by 2 pixels around the edges (2px for 512x, maybe 1px for 128)
This change is minimal, so all current textures would work the same.

so much yes here's a bumperoonie. spent so much time trying to make black and white textures while trying to work around this issue, please resolve this
Last edited by gunop; Oct 31, 2020 at 02:32 AM.