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How to bake properly Mirrored UVs ?

greentooth
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Froyok greentooth
I'm currently scrathing my head over a little problem regarding the baking of a normal map for a specific mesh. I can't seem to figure out the proper way to setup my mesh to get a clean bake. My test case has mirrored UVs and I get a nasty seam along the UV border.

This is a classic over Polycount as I passed along all the other threads talking about this issue. :)


- I'm baking in PNG 16bits, so it's not a precision issue because of a 8bit format.
- The UV seam is perfectly aligned to the pixels to avoid any half pixel and imprecisions
- The geometry is spitted in order to have two set of TBN along the UV seams (while still having vertex normal averaged to not get a seam).
- I also tried to bake while letting designer/xNormal regenerating the TBN.
- I'm exporting from Maya 2013 x64.
- Baking with or without a cage doesn't make a difference


Here is what I get (Substance Designer 5 on top, xNormal 3.19 at the bottom) :

1430755073-bake_designer.png

1430755328-bake_xnormal.png

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