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I was painting a Skorpion gun I modeled until I came across a roadblock - It is not very apparent on the actual image, but when applying the normal map of the model in unreal, I get a bad normal seam due to an almost invisible texture bleed. It "Seems" (no pun intended) that since there are some pixels that are half-in, half-out of the UV islands, that the outcome is a few select pixels that cause seams. And what's worse, they cannot be painted over, since they are not considered to be part of the island. I would appreciate any and all help, in order for me to get back to my active development. Thanks! :)

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  • $\begingroup$ Can you add some images to illustrate the problem? $\endgroup$ – ajwood Jun 11 '16 at 14:22
  • $\begingroup$ Unfortunately, I lost that texture. But I'm currently trying hard to reproduce it. $\endgroup$ – Aidan Pallian Jun 11 '16 at 14:23
  • $\begingroup$ Ajwood, I have a reproduction of the issue, as It is apparent in unreal:imgur.com/Cu0pw7p $\endgroup$ – Aidan Pallian Jun 11 '16 at 16:32
  • $\begingroup$ Maybe increasing the marging while baking or fixing it manually with Photoshop? $\endgroup$ – Opponent019 Jun 11 '16 at 19:54
  • $\begingroup$ Hi everyone, I found that actually the cause was my uv islands were too tightly packed together, and as a result some islands were even sharing the same pixels. Thanks again! $\endgroup$ – Aidan Pallian Jun 11 '16 at 21:28

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