I'm currently struggling with trying to eliminate seams on my object. I understand normal map theory; UV islands where I have hard edges/different smoothing group, around 16 edge padding for a 2K texture. My cage is averaged. I also straightened my UV edges. I baked in Xnormal and displaying in MT2. Tangent space is set to Xnormal. Despite implementing all these, there's a noticeable seam especially on UV boundary edges and the hard corners of the box. Please see below.
Also, adding extra geometry is not allowed as I only have a 280 triangle budget for this object. I know my normal map has artifacts but I'm trying to troubleshoot this seam issue.
Hey man baking used to be something i didn't understand. Then i watched this video it will help you understand why you have those seems and how you can fix them.
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[ame="https://www.youtube.com/watch?v=kGszEIT4Kww"]https://www.youtube.com/watch?v=kGszEIT4Kww[/ame]