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Glitching model edges from blender to unity texture?
I imported a blender object into unity and its uv map and I checked if i had it set to clamp and if it was covering it all and if it was set to truecolor... But I still get these transparant edges on the object (road)... I'll attach the picture...
Sorry I was wrong I forgot to do that for the normal map and now it works great!!! THAN$$anonymous$$ YOU SO $$anonymous$$UCH!!!
I'll post my comment as an answer if you don't $$anonymous$$d accepting it and voting it up. I went ahead and voted up your question and comments to help you out with some karma points :)
Answer by clunk47 · Dec 16, 2012 at 12:17 AM
Open any textures used in GIMP or photoshop and make sure there is no transparency in the background layer. Color the background black, or give the background the same common texture as the road part itself. Also make sure the resolution of the texture is set high enough. Make certain the seams are marked correctly in Blender, and that the verts in the uv map are snapped appropriately.