Hi guys!
Can't find a way to get rid of this nasty seam across mirrored UV islands. Followed
Typical Mirroring Workflow and it doesn't work. That's what I've tried without effect:
- Offset mirrored parts 1 unit
- Set one smoothing group
- Set different smoothing groups for each side
- Flip UV faces
- Export FBX and OBJ
Seam appears in Substance Painter 2.1 and Unreal Engine 4. Hi-Poly is turbosmoothed version of Low-Poly.
Some screenshot for clarifying(this option with offset uvs, not flipped):
Replies
If I change quality to High (64 spp), seam is still there.
It's from baked normal map, I've made screenshots with material layers to make it more visible. It's still there if I turn layers off just less visible.
And when importing your mesh into substance painter make sure this option is on with directX:
That's how i do it, and i never have issues baking with SP then. (i also always use a cage though, perhaps that does something).
Issue still didn't solved, but another workaround was founded due to you.
@christopheduron
I've downloaded FBX exporter 2013 for my 3ds Max 2012 and there appear option for preserve edge orientation. After export with this option seam became less visible, but was still there. Other setting that you suggest I was already enabled in previous attempts.
@Froyok
I checked this after you and found that normal channel inside "Finish Rough" made seam more visible. Screenshots below as always:
Seam, in the center line with base material applied, became much less visible after export fbx with preserve edge orientation option
Here I enable all effects like edge wear, dirt etc.
Here I disable normal channel in Finish Rough
Conclusion for now: seam is visible even before any maps were baked, so I think the problem in mesh itself or export bug.