I’ve spent a lot of time lately to try and learn Max and have done a lot of tutorials in max and from the net, about modeling, uvw mapping etc. Max starts to feal easier for every day, but… (there’s always a but) I’ve been trying to get my textures for an md3 to work correctly. The problem is that it gets visible seems where textures meet… on distance. It looks alright up close but if I back up a bit they start to show up.
I’ve done a lot of things to try to get rid of this, all from using chilliskinner to apply the map to uvw unwrapping using planar mapping on each subface. I’ve also exported the texture using texporter and then using that texture to adjust the uv map better. Still that damn seem. I’ve used npherno’s md3 compiler adjusting normals, I’ve used md3fix to try and get rid of it and nothing helps. Well one thing work, if I add just one single color to the entire texture, I get no seems at all :???:. And I’m sure the texture is within the mapping coordinates.
I’ve read about that error message I always get with the Pop n fresh md3 exporter from 3dmax that I’m using that I can safely ignore it from multiple sites.
ASE is not an option since it’s not going to be static in-game.
Well I’m at the point that I think of giving up. At least I’m out of ideas.
The only thing I haven’t tried is to use a shader for it.
If more info is needed I can upload all the stuff later. Any help would be highly welcomed and I bet it’s a stupid n00b thing 

