Hi guys! I’ve been working on modelling and uv-unwrapping two characters that are ready for texturing now. But before I will texture them, I just wanted to make sure that it is possible to bleed your textures past UV borders to avoid seams in the final textured model. I’ve heard people saying that it is possible to expand the UV borders in Photoshop using the maximum and/or minimum filters, but I’m not sure how because the entire texture moves and offsets a few pixels.
Is there any different or a more different explanation of doing this in Photoshop?
One of the new paint system features in Blender 2.72 will be a parameter that bleeds the image being painted past the UV edges. You will need to download a buildbot build if you want to use it now.
Sorry if you’re not looking for that, just informing that you might not need to do as much painting outside of Blender in the near future.
[Solidify](http://www.flamingpear.com/goodies.html#solidify)
Solidify is a free filter that pads out the edge pixels and blurs them together.
Filter > Other > Maximum.
Before running the filter, fill the empty areas with black, and make a non-anti-aliased selection of the empty areas. Beware that when the padding overlaps itself, it does so additively, over-brightening the pad colors.
Xnormal has a Dilation filter that works well.
Before running the filter, make sure the UV shells are together on a single RGB layer, and the gutters are transparent (deleted).
Eric Chadwick has an Action called [UV padding from Alpha](http://www.ericchadwick.com/examples/files/UV%20padding%20from%20Alpha.zip) that adds an 8-pixel edge pad.
The Action is slow, but it greatly reduces pixel-streaking and is non-destructive. Before running the filter, make sure you have a non-anti-aliased alpha channel, with white shells and black gutters.