Well I modeled this and I was so proud of it until I got a view of it in game from a distance it doesnt have a black seem and I dont know what I am doing wrong XD. It seems to be on the seams of the uv texture… but I have them seamless when looking at it close why does it do it at a distance ?
It’s mipmapping that’s causing the texture to slightly bleed into the black area on your texture. You can just size down the UV-texture to fix this, I think.
You need to make sure your UV is a bit smaller than the texture image or in other words the texture should not stop at the UV edges.
You need a bit overlap.
The mip mapping is mixing multiple pixels of the texture ignoring the UV edges. That means it takes the black from the space between your UV shapes to calculate the color of the edges.
If I look at your texture, there is no reason to waste teh space with black. Just continue the texture over the UV edges. That should help.
BTW. This is a common problem for Skyboxes/Skyspheres.
Is their a way to avoid this issue while texture painting ? like a way it paints extra over the sides of the uv ? and by chance what levels you recommend it if is a option ?