Hi guys, i'm working on a weapon for Dota 2 and i'm having trouble with the mirrored normal map generating nasty seams on Marmoset. You can see them in the pictures i uploaded, problem areas being the seam in the handle and a seam when the mirrored side of the blade meets the back/body. I'm uploading my normal map as well.
The model was done in 3ds, high poly in Mudbox and bakes in Xnormal.
I've made quite a bit of research here and elsewhere but i can't seem to solve the problem. I offset the UV's to bake, set them back for the final model; i tried having a hard edge along the seams, i've checked the normals in the final model and they all point outwards; i also tried warvy's solution to seams but the problems seems to be elsewhere. I'm running out of ideas and any help would be greatly appreaciated.
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Hope this helps!
Thanks a lot again !
edit: If you don't mind me asking, why did this happen? I baked the normal with Y- set in xnormal, isn't that the way to do it with 3ds meshes? I'd like to understand the workings on this.
Thanks for answering again, i appreciate it.