HI there. I've been reading lots of posts on here surrounding normal maps seams. I have actually had this problem for a while and not yet found a solution. I have created a simple model here, sculpted it, and baked the high poly onto the low poly to test.
The Uv's are mirrored.
As you can see there is a visible seam along the middle. I have searched all over the internet and I am wondering is anyone has a decent solution to this. I have actually had this problem before and altered a uni project just to get past this issue.
Here are the UV's
As you can see I have moved them along 1 UV unit as recommended on the Polycount wiki and also tried with the mirrored UV's directly on top of the others with the same result.
I'm using XNormal and this always happens. I have the swizzle settings correct for 3ds max and have also tried every other combination. I have also tried flipping the green channel in Photoshop but to no avail.
I understand UDK uses some sort of Detail map to dampen this effect but I intended to render in 3DS MAX. I simply cant find a good solution for my problem. I'm actually creating a Dota 2 item and Its recommended I mirror to obviously allow for a better quality texture. How do they do it? I don't want a huge seam along mine! haha.
Any help would be appreciated, Thanks, Danny
Replies
i believe it's your gamma settings
if you want a clean bake for max, use max to bake it
read the sticky thread on tangent basis / nmt baking and you'll understand
Main Menu > Customize > Preferences > Gamma/LUT > Disable
with Gamma/LUT on, it "corrects" the maps and screws up the values in normal maps.
You can render with Gamma/LUT on but when you pick the map you have to preemptively override the Gamma, as you pick the map, so the gamma correction doesn't affect the values of that map.
This is the only place that I know of where you can override the gamma, which is pretty retarded on autodesks part but it works.