Before baking, in maya I set to face, softened all edges, then hardened all the UV seams.
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My xnormal settings:
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I've tried fixing it in photoshop with the clone and smudge tools, but it doesn't work. How should I proceed from here if I want to fix this normal map error?
the image was rendered in 3do, with the ue4 presets
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But I am still getting the same exact errors.
Any idea what else could be causing this?
perhaps do I have to re-soften and re-harden uv border edges again?
EDIT: ok after some flopping around I just realized that I had to also replace my lowpoly mesh with the triangulated version instead of just the re-made normal map.