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Seam errors on hard edges with seperate UV islands using Xnormal

Hey All,

So I've recently watched this video: https://www.youtube.com/watch?v=ciXTyOOnBZQ

Explaining smoothing errors while baking hard surface objects. Basically saying that wherever you have a hard edge you must have a uv seam cut.

Now I'm having a problem to get this working- I still get seam errors with separate UV islands using Xnormal to bake, even using padding.

A coworker of mine baked the same exact meshes with Max and it worked, having no seams. Is there something I can change in Xnormal to bake properly?

I've attached an image showing my error. The cube on the right has seperate UV islands(should fix seam).I'm also visually getting the same error in Unity.

AzzHUkD.jpg

Any help would be greatly appreciated, thanks!

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