Trouble with UV Mapping Blender => Unity 3

Posted by Lea Hayes on Game Development See other posts from Game Development or by Lea Hayes
Published on 2012-02-03T11:25:22Z Indexed on 2013/06/24 16:39 UTC
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For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender.

I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that:

  • I am wasting valuable texture space
  • Loss of accuracy in drawn UV maps

Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity.

Here is an illustration of the problem:

  • Left: approximately 15 pixels of margin on each side of UV coordinates
  • Right: Approximately 3 pixels of margin on each side of UV coordinates

enter image description here

Note: Texture image resolution is 1024x1024

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