My guess would be that the seam placement is confusing it. It's following the raised section (bevel? bezel?) around the corner. Have you tried UVing it as one square/blob? (no cuts on the corners) Texture gets stretched a little, but hopefully mostly in places that don't matter (viewing angles depending). Might help, might not.
Also any particular reason it's not lined up to 90° on the UV? Depending on what you're planning to do with the texture, that can give you some unpleasant/muddy lines. Maybe you'd want that for some reason or another, IDK.
I'm a complete amateur, mind, so don't take my word for anything more than it is. Hopefully someone will be along to correct me if necessary :pleased:
The triangulation of the mesh is different. try to connect the verices and bake the normalmap again. the you avoid issues with different autotriangulation algorythms. also what noremac7777 said it is better if you would adjust the UV that you have straight edges to ovoid subpixel blending on the edges.
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Also any particular reason it's not lined up to 90° on the UV? Depending on what you're planning to do with the texture, that can give you some unpleasant/muddy lines. Maybe you'd want that for some reason or another, IDK.
I'm a complete amateur, mind, so don't take my word for anything more than it is. Hopefully someone will be along to correct me if necessary :pleased:
This is the old one.
this is the new one.