01-29-2014, 05:51 PM
It's most likely that way due to clamping/mirroring settings. My advice would be to open the model file in BrawlBox, and see what kinds of settings each material has. For clamped textures, you'll need to stretch the outsides of the textures to fill approximately double the texture's resolution, sometimes more depending on the texture. And of course, you'll need to scale the UV mapping by half and shift it to the centre of the texture for it to look properly. And for mirroring, it's pretty self-explanatory. You'd need to extend the texture and mirror it both horizontally and vertically, then do the UV mapping fixes.