This is a common issue when you don't set your padding high enough when baking your textures. Generally you should set it to 8 or 16.
See the attached image for the location of the padding setting.
When objects are at a distance, Vizard is able to run more efficiently by using smaller versions of your textures. This is called mip-mapping and is commonly used in realtime applications. The padding setting when baking prevents the background color of the image from getting inside your UV islands by giving them a "safe" border area.
Each MIP level cuts the texture dimensions in half. A padding of 8 will prevent bleeding for 3 levels of downsampling. A padding of 16 will prevent it for 4 levels. By this point an object will usually be far enough away that the bleeding is no longer noticeable.
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