"Cracks" sometimes appear between different sections of a UVW map!

This only affects the view from some angles and distances, but when it’s bad, it’s really bad. I made this cat character in 3DS Max, gave him a carpet for material and used UVW mapping to improve it and also to add facial features on top, and while it now looks good in Max, pictured here is a shot of it from one unflattering angle in Unity’s game scene.

I may very well redo it a bit to have better fur, but for now, any idea why this may be happening?

5907956--630800--CutHeadCat.png

One thing that often happens is that mipmaps will blur your textures, including the edges of the UV islands, so if you have some sort of dark background color in parts of your texture it can bleed in. One solution is to give your islands some “padding”. Make the texture go a few pixels beyond the edges of the islands.

There’s an article here:
http://wiki.polycount.com/wiki/Edge_padding