Hello everyone. I'm having issues understanding what's going on here.
I've seen and read everything about textools and uv splits, and smoothing. I'm just not getting it. So I decided to do a test bake on a simple object.
Here's what I got. Please see below.
As you can see the problem here.
I followed the rules of unwrapping the box ~> going into textools menu ~> hitting smoothing groups from uv shells and so on.
BTW, I used xnormal.
Why are the sides looking like this?
Replies
See the "Working with cages" section.
^^^ This is incorrect. Your high poly edge width won't cause seams in your low poly.
Using a cage will fix your problem as Bek stated.
You are doing this by NOT using a cage:
Those yellow and blue asterisks represent your seam lines.
By using an averaged cage you would be doing this, fixing the problem:
You will want to use a cage any time you bake normals, with a few exceptions, like baking to a flat plane.
While I am at it, it is also smart to use at least 8px of padding between your uv islands so that your mipmaps don't bleed horribly together.