UV Mapping Problem

I have this cube with a texture on it and it looks fine in Blender, but when I import it into Unity it has a little bit of the texture right next to it on it. I don’t know what to do as I retryed the UV maps in Blender, but nothing will work.

1113626--41990--$UV Problem.png

Sounds like you’re atlasing your textures; try adding some padding pixels between the textures in your atlas.

I dont really want to as the texture is supposed to be a 16x16 texture. I dont want to just waste more pixels on padding it as my texture is a 128x128 with multiple 16x16 block textures. Is there any other way to fix it?

Bump. Anyone have any idea how to do it while I am using a 128x128 texture and only want the 16x16 to be on this block?

You might try tweaking the material tiling and offset values by setting the tiling to something like .99 and the offsets to .01.

Maybe it is enabled in Unitity mesh compression for this cube model?

I tried both of those things but still nothing. The mesh compression is off and when I set the offsets it makes it even worse than before. I have also gone back to Blender and tryed to redo the UV maps but still nothing. I have the UV locked to the pixels but it still turns out like this. :frowning:

You have to move the UV coordinates in so they are in the center of the texels. If you have already done this, then I have no help.

I am sorry to ask you this, but how do you do that within Blender?

I don’t know how to do it in Blender, but in max you use “Unwrap UVW”. it let’s you drag the individual vertexes around the texture. If you’re off-center, then you get bleed from other texels. Sometimes the easiest thing is to just pad the texture, like theRaddRedd says.

I am thinking about just going with 16x16 textures, because nothing anyone suggesting is working. Does this consume a lot more memory or would it be jus as efficient.