i'm baking normal map... with or without the ao diffuse it looks the same...
actually just the ao looks ok no seams, but when i enable the normal the seams appear...
yes i have offset'ed the symmetrical faces.
only the selected faces are in the main uv space...
You will always get very slight seams. Even if everything is perfect. Will the player be able to see that piece from this close? I don't think. If you would view your model from a reasonable distance, I'm sure you wouldnt notice any seam. I would not symmetry it to give less chance for seams, and because it doesn't take too much uv space, and because then the symmetry would be visible in the diffuse/specular. If I would symmetry, then I would do it in the middle, vertically, and not horizontally along the whole mesh. Putting the cuts to less noticeable(like to corners) areas would be also reduce the visible seams.the other way to reduce them is to add a bit more geo. But still, from a reasonable distance, none of the seams would be visible. I would say remove that symmetry, or put it to a better place, place your uv cuts better, bake, and view your model from the distance like on your last picture where you are showing the whole model, and lets see if the seams are still disturbingly visible.
I guess you are right but the model is more for learning though...
One of the things doing wrong was making the high poly borders to tight
Also in most of the cases when the low poly mesh is bigger than the hp it will not bake right...
well, in a synced environment you will not always get seams, you will get no seams.
Ok thats not etirely true, texture compression can create slight seams
But the problem with max is, that the renderer you use to bake your normals in max, isn't synced to the viewport. Great eh? So use 3point shader and qualified normals to sync your bake to your viewport.
Or render it using tge renderer you baked it with, you should see no seams there.
Replies
What shader ?
Did you offset by 1 the symmetrical uv's ?
Cut = New Smoothing Group.
Do the upper one to maybe SG 1, and the other to SG 2
Or set your SGs to UV Shells with TexTools under "Tools"
actually just the ao looks ok no seams, but when i enable the normal the seams appear...
yes i have offset'ed the symmetrical faces.
only the selected faces are in the main uv space...
This is interesting cause I always get the best result when I'm viewing my normalmapped models in 3ds max
Anyways, Gazu is right, it can be a smoothing group issue. But I would simply not symmetry the uvs of this model.
from what i've read you should brake the SGs only when it's a 90deg+
why not !?
i'm thinking of making a 1k map for the entire model !?
this is the entire model
One of the things doing wrong was making the high poly borders to tight
Also in most of the cases when the low poly mesh is bigger than the hp it will not bake right...
Ok thats not etirely true, texture compression can create slight seams
But the problem with max is, that the renderer you use to bake your normals in max, isn't synced to the viewport. Great eh? So use 3point shader and qualified normals to sync your bake to your viewport.
Or render it using tge renderer you baked it with, you should see no seams there.