Trouble with UV Mapping Blender => Unity 3
- by Lea Hayes
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
Note: Texture image resolution is 1024x1024