Hey guys, I started working with 3D about a year ago with a focus on making art for games.
I quickly got started with making a low and high poly version of the same asset, in order to get some cool normal map details as well as AO/cavity maps.
However, I keep ending up with very visual seams on my low poly models, and I simply dont understand why this is happening, here is an example:
As you can probably notice immediately, the seam going down the entire asset is extremely visible, it seems like the light is affecting the two different sides completely differently, and it infuriates me.
For details on how I made the asset, my workflow was this:
Sculpted the high detail asset in Zbrush.
Polypainted the asset.
Made a low poly version in 3ds max by drawing planes on the surface.
Unwrapped the asset in Zbrush and adjusted that unwrap in 3ds Max. All UV islands on 1 512x512 tile.
Baked diffuse, norm and AO maps in xNormal from high poly to low poly.
So, can anyone explain to me why I have these issues, and how I can best resolve them? How do I need to adjust my workflow?
Thanks to anyone and everyone who took time out of their day to read this post.
Regards,
Nikolai.
*Edit* Added another example from a character I made last year, see the same issue on the helmet
*Edit* Added UVs and Normal Map
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