I have one character model and assigned a sub-multi material to it in 3Dsmax. The head, arm, and body each have a separate UV sheet. I tried baking in substance painter, xNormal... the normal looks really inconsistent between the UV seams, which I feel impossible to use some photoshop technique to fix it. I am certain that this object only uses one smoothing group. It is a game-res model, just being curious if I missed something important or there is a way to bake better normal maps.
I have seen Glauco Longhi did the similar thing
https://www.youtube.com/watch?v=C7XsmpKvVRA
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