Having an issue baking a tangent normal map.
The below image is a normal map baked from 3DS Max and rendered in Marmoset.
1. The lowpoly's smoothing groups are split by UV shell.
2. I am using a projection cage.
3. Gamma correction is disabled.
4. Marmoset's tangent space is set to the appropriate program match.
Additionally, here's another bake done using xNormal, using the same input models and projected cage. You can see the issue is almost identical.
Any ideas what could be causing that seam?
Replies
like instead of this :-
You have this :-
That would be a negative!
Additionally, here's a photo of my baking settings.
Several things it could be, in no particular order.
1. lowpoly normals/sg haven't exported with the obj (this one I've had issues with previously as maya can sometimes forget things.)
2.padding issue (unlikely)
3.mesh scale in xnormal crank it up to 20 on all the meshes
4. the tangent gods are angry with the lack of your sacrifices.
I'm sure Lee Devonald see's people post the same problem daily and it's something pretty simple to fix in all honesty, but my brain is chugging at the moment to remember.
If it helps, I've uploaded my HP, LP and cage for you guys to play with.
1. Checked to make sure that this wasn't the case. Not the issue.
2. Tried baking with more padding, still an issue.
3. This made no difference.
4. I'm considering this as a possibility.
alifarsangi:
Didn't make a difference.
Wow, this is some great info. I'll try the map dilation in PS first.
So I tried both this and the xNormal dilation plugin. Both of them seem to be working fine but the seam remains.
Here is an example
Thanks for the help, guys.
Apply a "Normals" modifier once, and check the "Unify" normals button.
Then do the same again once more, to flip them back out again.
I don't know why this worked, but I've had very similar results to this before and I did an array of things to try and "quickfix" it, and resetting the normals like above was one of them.
I also tried resetting the X-Form, but someone else has already suggested that.
I assume this is what you mean? Trying this now.
EDIT: Made no difference.
I thought the same.
You could increase the texture size and see if it reduces the artifacts, for testing.
Could be caused by split edges on the cage as well.
Did you test your baking process with a simple model before? Simple cube with round edges works for that.