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UV Seams on baked textures with internal renderer

Rozzy85
polycounter lvl 2
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Rozzy85 polycounter lvl 2
Is it normal for the internal baker in Substance Painter to produce seams along UV edges? I get them all the time and no settings or changes to the exported mesh make any difference. Naturally they get worse at lower resolutions but even at the 4096x4096 it still isn't enough. The image below shows what I mean. I've gone over the mesh and there are no apparent problems with it. It's always had this issue but I usually ignore it.



As you can see the xnormal one is aligned much better. Sure, they're minor but I'm finding they become more visible once I start applying materials.



This seam for example was almost invisible on the normal map but the material references the curvature map which also has the same seam issue and it became much more noticeable.
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