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This is a sample of what I do...
http://i.imgur.com/7pmpb1o.png
But you can render UV with 5px padding and white fill (from Max or Blender) , then use it as mask in Photoshop, so you can see UV islands on black background.
BTW if you cut them, don't cut exactly on UV border because it may create color bleeding on mipmaps or LODs.
I usually don't do this but if I'm not lazy I can take this extra step, it will make texture map look more pretty (in PS only; it does not affect 3d in any way)
We have on our list to add an option to remove the padding. I don't have an ETA at this time. It is actually diffusion which is more accurate than a padding in terms of use in-engine, however, you get the bleed across the entire texture which is not good for presentation.
Cheers,
Wes
I posted a Substance File in this thread that is a simple utility for removing the padding. You can use this in Substance Designer or Substance Player. You need to bake an ID map from Painter and make sure that Apply Diffusion is disabled.
https://forum.allegorithmic.com/index.php?topic=2602.0
Cheers,
Wes