Subtle normal map seams

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I've got these annoying seams between UV islands. Baking object space map in xnormal with averaged cage. Then rendering tangent space in handplane with 3ds max preset. I've got smoothing group splits at UV seams.

Quick test cylinder in marmoset tb2:

Rendered at 256x256. Problem seems to go away at really high resolutions like 4k for a single cylinder. Tried increasing padding but that didn't help.


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