I'm very new to this whole 3d modeling thing, and I've had a lot of issues with creating a normal map, but none of them have stumped me like this. There are these very obvious and ugly seams showing up. Any idea's on how to prevent this from happening?
high poly:
Low poly:
Normal Map:
Normal map as diffuse:
Replies
If you baked in another application you may have to invert the green channel.
Also Hard edge on UV seams, where you have a uv split, needs to be a smoothing group split.
Textools has a function that does this for you.
Thanks for the reply! Yes I'm baking in max. I just tried separating each uv element into a different smoothing group using textools, but the results were no different. Here's some nicer screenshots from UE4. Ignore the ear/split lip.
Max hasn't always been the best at displaying normals, So try flipping the green channel inside UE4 and see if that helps.
Ok, I tried various methods of flipping the green channel, but none them had any effect on the seams, they just made the rest of the normal map funky looking.
no arm/leg seams:
Still seams down the center:
Personally I'd recommend using XNormal or ZBrush to bake with. I've always gotten better results with them than 3DS Max personally - the problem is that there's no global "algorithm" for dealing with normal maps.
XNormal gets pretty good synced results with UE4, which is why I recommend it.
Seams in 3ds Max depend on the material and rendering method, and which version of Max.
You also need to move overlapping UVs out of the UV square. Some info here... http://wiki.polycount.com/wiki/Normal_map#Mirroring
It worked! thanks! I'll try baking with one of those other programs to see if i can reduce the other seams.