So I got some weird seams that seams to be due to lightning in my high poly.
I have been pulling my hair for the last few hours trying to fix this in whatever way possible, I have googled and searched on polycount. Most threads I found were related to UDK and light seam problems. But this is in max, I'm sure it's really easy to fix this issue and it's probably a common problem that's get asked each week so I'm sorry if that's the case and I apologize but I'm ready to give up at this point.
Know I now the high poly should tile perfectly, I created it in max using soft selection and I have even checked each verts and they have the same coordinates as the opposite side.
Normal map created from that high poly if it's even relevant.
Replies
Edit: Is that your normals showing in the screenshot, or your mesh without the normals. Did you have enough padding when baking the normal map?
That's my high poly in the first screenshoot, my low poly is just a plane. I'm trying to create a seamless texture that I can use to tile as a ground texture. I didn't have any padding cause I thought you didn't need any padding when creating textures that uses the entire unwrap space.
Edit: So I redid the high poly instead of trying to fix this one, should probably have thought about that in the first place. But hey it's always easy to be clever the next day.