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.
Any help would be greatly appreciated, thanks!
Replies
Thats the difference between xn an the max bake, by default max uses a cage/averaged projection mesh.