I originally posted this question over at blenderartists.org: https://blenderartists.org/t/help-padding-uvs-uber-newb/1169171
I have not gotten any responses, so I though perhaps you super smart guys would know a good solution.
So I Introduced basic texture atlasing in a dev build of my game and all works pretty well (diffuse,normal,specular and even combining multiple geometries and using a single texture for all maps).
However of course as a consequence of this (beyond increased texture to gpu loading time, which I’ll get to in another post eventually), I am experiencing some uv bleed on a particular combined geometry (foliage and trunk are merged).
Ideally I would like to modify the foliage uv’s in blender to “ignore” the outer edges of the image. But to be honest I do not know how. I even tried a programmatic attempt by limiting uv values between a range of 0.02 and 0.98 for example, but no luck.
Does anyone know what I can do here? I know this isn’t three.js specific, apologies for that, but I am stuck =[
This is the texture:
235.gltf (20.8 KB)