I’ve been getting into modelling and texturing recently.
My process for baking is as follows (unsure if theres other more efficient ways):
Smart UV Project
UV Editing > Image > New, name it.
Shading > Each material is assigned Image Texture node
Cycles > Bake
I’ve had some spates of textures bleeding onto other faces, was just wondering how to avoid this? I’ve seen that increasing the gap between the faces on the UV Unwrap can help, but I’m not sure.
The “bleeding” you are seeing happens because your UV islands are too close together, and the baked pixels are “leaking” into the neighboring empty space. When the game engine or viewer samples the texture, it picks up colors from the wrong adjacent islands.
Here is the professional workflow to fix this:
1. Increase the Bake Margin (The Immediate Fix):
In the Bake panel in Blender (where you set up your bake), look for the “Margin” setting.
It is likely set to 2px or 4px. Increase this to 16px or even 32px. This tells Blender to “pad” the edges of your baked islands with extra color, preventing the transparent background from bleeding into your texture.
2. Optimize your UV Unwrapping:
“Smart UV Project” is often lazy for baking.
Try using manual “Mark Seams” on your model. This will give you cleaner, larger UV islands with fewer cuts.
When you unwrap, ensure you use the “Pack Islands” feature (Ctrl+P in the UV editor) and set a Margin (e.g., 0.03 or 0.05). This forces Blender to push your islands further apart so they don’t touch.
3. Dilate/Padding (Post-Bake):
If the bleeding still happens, it’s because the texture doesn’t have enough “padding.”
You can use tools like Photoshop or GIMP to “Dilate” or “Extend” your texture pixels.
Alternatively, if you use a texture baking tool (like Marmoset or Substance Painter), they have an “Auto-Padding” feature that does this automatically.
In short: The yellow lines are appearing because your UV islands are touching or are too close, and the margin is too small. Increase your Bake Margin and give your UV islands more breathing room!
The margin fix is mostly about mipmapping. When Roblox downscales your texture for distance, those pixels bleed together if there isn’t enough padding. If you still see it after increasing the bake margin, check your UV island spacing in the editor again.
The full opposite of what these AIs or whatever bots told you above
Increase the margin during smart unwrapping to something like 0.001; idk, experiment with it
^ The smaller the bake texture, the bigger the island margin should be
Since it’s 0-1 interpolation, the smaller the texture, the more distance there has to be to prevent pixel overlapping during projection
So 0.005 should PROBABLY be fine for a 512x512 texture
Islands must have AT LEAST ~4 pixels distance between each other (ideally)
Then during baking, increase it to like ~2-3 pixels at most
The math on the 0-1 interpolation is right. If you’re working with low res textures, that pixel distance becomes a much larger percentage of your UV space, so you have to scale your margins accordingly or you’ll just run out of room for actual texture data.