With .TGA images or anything using transparency because of mipmapping (basically reducing the resolution of an image as you get further away from it) , you need to fill the transparent spaces with what ever color you want the engine to use the further you get from it. (usually called a dilation setting)
Using a .TGA with an alpha map is just to specify what parts of the image are transparent and what aren’t. The colored/blurred pixels like in this image are so that when you back away from the image it knows what color to pull from the edge of the cutout. If you don’t have specified things to pull from like in a transparent .PNG it just defaults to white. Like in the 2nd image
I’m already familiar with edge bleeding, and it is besides the point. I do appreciate trying to clarify that point, however, since I know some people aren’t familiar with this.
As I’ve already stated in the former post, I always dilate my textures when exporting from 3dsmax or Substance Painter. I may have forgotten to mention, that when using Photoshop, I use the “Solidify” plugin in its stead to generate said dilation, which looks very similar to your image.
(A little edit, to mention this for anyone scrolling through, Solidify is a very old plugin by Flaming Pear. I don’t know if it still works with newer versions of Photoshop)
To speak to the issue of the .TGA files not being able to be uploaded through the 3d Importer I usually use the asset manager to import .TGA files. Seems to be the most consistent. If that does not solve it for you id be curious to see your export settings on the image to potentially fix it there.
I haven’t uploaded textures in a while, so I’m not sure of the current state of the bug, besides getting that error in the 3D importer still. Back then I was able to upload them through the asset manager, which was a little tedious given that the 3D importer automatically creates the Surface Appearance for each part. This should not be the intended workflow as it is very inefficient.
It is very useful and time saving for when you are trying to upload multiple MeshParts. I’m not the only person who seems to have issues with PNG transparencies either, as you can see in this thread (Which was already linked in a former post)
In my original thread, and here you can see I am not the only person having this issue. As for my upload settings, I simply save in Photoshop as either 24 or 32 bit. I tried with both RLE and without RLE compression too, same result.
[EDIT] I just realized you are the person who created that thread, haha. Apologies for linking to your own post.