Texture bleeding among close but separate parts of the model

Hi everybody,
as you can see in the picture I have this issue with my car model. It looks like the separate pieces affect each other. Those are simple unity materials applied to make the issue more visibile.

How am I supposed to solve this?

Thanks in advance.

First find out what is happening. Put proper UV test maps (you can grab one off the net or off of Blender3D itself) on them to see what is going on.

Some possibilities might be:

  • plain old bad UV unwrapping (eg, overlapping islands)
  • mipping allowing bleeding (use bigger island margins)