Hello,
I have this problem with models where the highlights break where the UV layout has a seam. Please have a look at the full resolution image. No matter what I do I keep getting this issue.
I've tried to:
- making the low-poly (LP) matching the high-poly (HP) or making it smaller so just the edges touch the HP;
- different amount of dilation, resolution, frontal and rear distance;
- single smoothing group (SG), 1 SG per UV shell;
- exporting the fbx with/without the SG;
- exporting the fbx with/without the tangents;
- Baking in MAX, XNormal and mostly in Substance Painter
At this point I'm really stuck, seems to me that I've tried every trick in the book and that the problem is not in the map itself cause it is resolution-independent but more in the combination map+mesh.
Here are the meshes
http://bit.ly/1T1uMGtAny help will be greatly appreciated!
Replies
Are you targeting UE4? If so try turning on Use "Full Precision UV" by double clicking on your mesh in the content browser. Sometimes I see seams in SP/Toolbag but they show up in UE4, even though both are sync to MikkT. So it's always a good idea to check in your target engine.
Your Mesh in UE4(don't notice any seams,2K normal map):
I create hard edges base on UV island boundary edges, in Modo, baked in Modo targeted for UE4. You can reduce any seam by baking at a higher resolution(i.e. 4K) then reduce it to target res(i.e. 2K) in Photoshop. When I brought the same mesh and normalmap into Toolbag2 I noticed the seams.
Going back to a simple mesh I noticed that the problem is gone (both with single SG and 1 SG per UV island). I don't understand why and I start wondering if this is just how it should be and I'm just too picky...
Here I don't have that nasty issue even up-close but the normal map gradient is kind odd: it gets darker before reaching the flat parts...
Anyway thank you again for taking the time to check it!
Other things you can try, bake to 16-bit image file. Take that into photoshop and changing it to 8-bit, Photoshop will add some dithering which might help or not(been awhile seen I done this) with this issue.
I always noticed extra seams in Substance Painter but they never show up in UE4. Might be a precision issue with SP.
edit: you probably know this already but make sure "Compute Tangent Space per fragment" is ON, in SP when you bring in your mesh.