Hello everyone,
-Low and high poly head model
-Projection modifier to extract the normal map
-Everything is working perfectly except...
-On UV seams I am having an issue where the normal map red channel is inverted on each side of a seam.
-I have looked through every solution thread etc and I can't work out how to have the red channel line up perfectly on UV seams?
I would really appreciate any help. I can provide images if needed.
Replies
Do you used a cage for the bake?
Do you assigned smoothing groups to the low poly?
Can you post a screen of the actual problem? Map and Model?
reset xForm?
Sculpt in Mudbox Bake in Max 2011
Using a cage
I have 1 smoothing group applied to the low poly model
then do a box attach
then rebake.
From left to right
-Normal on low poly in Unity
-Normal map
-Red Channel (red shows where the map meets and shows the inversions issue)
From what I understand the UV seam is cutting the model behind the scenes and therefore the seam is appearing as a result... The question I suppose I have is whether or not there's a workaround for that?