I'm currently scrathing my head over a little problem regarding the baking of a normal map for a specific mesh. I can't seem to figure out the proper way to setup my mesh to get a clean bake. My test case has mirrored UVs and I get a nasty seam along the UV border.
This is a classic over Polycount as I passed along all the other threads talking about this issue.
- I'm baking in PNG 16bits, so it's not a precision issue because of a 8bit format.
- The UV seam is perfectly aligned to the pixels to avoid any half pixel and imprecisions
- The geometry is spitted in order to have two set of TBN along the UV seams (while still having vertex normal averaged to not get a seam).
- I also tried to bake while letting designer/xNormal regenerating the TBN.
- I'm exporting from Maya 2013 x64.
- Baking with or without a cage doesn't make a difference
Here is what I get (Substance Designer 5 on top, xNormal 3.19 at the bottom) :
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P.S. Using your frotools - thanks, they're very handy
Little comparison on my side :
Anyway, the cage is incorrect on multiple ways (vertex split/merge difference). That's why a specified that baking without a cage gives the same result.
So, the left part captures more "curvature" of hipoly than it should
I fixed the low and the cage offset but didn't thought about moving the high too.
Yes, man, the truth is always out there