hey Facepunch, I've been trying to find a solution to this problem, but so far I'm SOL
I have modeled a shirt and baked normal maps from a high poly. Everything is good, except for a terribly visible seam on the side of the shirt :
[t]http://i.imgur.com/AghXLCS.png[/t]
I have another shirt model unwrapped very much the same way and the seam in that area is not visible.
I tried baking normals both via Blender's internal bake and Xnormals', but the result is the same
This is a screenshot of the area where the seam is occurring on the normal map :
[t]http://i.imgur.com/k7H21YS.png[/t]
I've tried getting this fixed in photoshop by having the two colours match, but the seam becomes even more apparent than before
does anyone have a clue as to what the cause could be? Any texture-level fixes I can attempt?
I fixed the issue by moving the UV seam, but I still wonder what is the cause.
Fixed it as I thought I would. I moved the UV seam to a different edge. The transition is now completely seamless
I still wonder what caused the issue though. The meshes I used to bake the normal maps are the exact same as the ones in the OP (I think the images died though), except with the UV seams moved a couple edges away.
Maybe the way the normals on the faces were facing causing fuckery during the bake?
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