Hey guys, nooby 3d game art student here, trying to showcase my second character ever in marmoset toolbag, getting some weird issues.
The model is an obj exported from max, with normals, and smoothing groups checked. The normal map type I am using is a tanget space normal map since its for a moving character. Here is a picture of the issue:
http://www.polycount.com/forum/attachment.php?attachmentid=20184&stc=1&d=1412971104
This is a a shot of my characters torso, there is a seam running down the center, but as you can see, the issue is also streaking AWAY from where the seam is which I find really strange.
The normals were baked in xNormal using only the one half of the body, and with ample edge padding. After that I mirrored the model so that the opposite side has the exact same uvs in the same space, so I am really confused why I keep having these issues. When I check object space all issues disappear, but this isn't really a solution.
Hoping you guys can help me out, where is my workflow wrong? Heere is a look at the UV+NormalMap (Which is a Targa file):
http://www.polycount.com/forum/attachment.php?attachmentid=20185&stc=1&d=1412971422
Replies
Secondly, you should avoid baking only half the model and duplicating it afterwards, even in the best case, this will give you a seam down the middle. Bake from the full lowpoly mesh, but offset the mirrored uvs 1 unit in uv space instead.
It seems that my workflow is flawed, I will aim to apply the changes you suggested for my next character, I experimented with the offsetting and it fixed the issue, the seam down the middle is still pretty visible, though only quite close. I will have to make sure to bake using the full low poly next time, stupid me.
With regards to the first suggestion you made, in this specific case it didn't help, but it might be useful another time, so thank you.
Do you have any suggestions for ways to decrease the visibility of the seam in photoshop or ndo? Due to some changes I have made rebaking is no longer an option unfortunately.
http://www.polycount.com/forum/attachment.php?attachmentid=20186&stc=1&d=1412977136
Here is the after result
http://www.polycount.com/forum/attachment.php?attachmentid=20187&stc=1&d=1412977136
Haven't changed the normal map or mesh at all, I just offset the uvs, saved the filed and reimported it into Marmoset, this has resulted in a much better result, by reducing the specularity even further the seam is almost not noticeable!