Hey guys,
I'm currently baking out my normal maps for a project of mine using substance painter. I wanted to keep a texel density of 10.24/cm so that I could have a high resolution across the mesh when rendered close-up.
The issue is that to do this I had to separate the main body of my tank to two 4096x4096 textures but I think this is causing an issue in my normal map?
Seam using two 4096x4096 textures on one
I took the same model and arranged it into one texture which fixes the issue but leaves me at 4pixels/cm which doesn't look too good.
No Seam:
UV's
How do I fix this? I'm kind of at a stump
Any help is much appreciated
Replies
Ofc I'm assuming you're baking it without a cage so this kind of thing is expected without the average normals on.
Just bear in mind that average normals can produce some skewing in some of your details, if that is happening than there are some other stuff that you can do to avoid that, there is plenty of info here on polycount and on the internet about ways to avoid skewing.
I hope someone who has another idea can solve your problem --'.