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Subtle normal map seams

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I've got these annoying seams between UV islands. Baking object space map in xnormal with averaged cage. Then rendering tangent space in handplane with 3ds max preset. I've got smoothing group splits at UV seams.

Quick test cylinder in marmoset tb2:

I5Xi6D8.png
Rendered at 256x256. Problem seems to go away at really high resolutions like 4k for a single cylinder. Tried increasing padding but that didn't help.

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  • AlecMoody
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    AlecMoody ngon master
    When you say you were increasing padding, are you refering to the UV islands or normal map bake?

    At low texture resolutions this isn't entirely surprising. What does an object space normal map look like on your model in marmoset?
  • Joost
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    I meant moving the UV islands further apart. The padding in xnormal is set to 32px and in handplane to 64. The seam is exactly the same with the object space map.
    This is the object space map:
    oz9Vl3M.jpg
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