Hi guys,
PIaying with mikktspace workflow for unreal engine.
I have seam on each uv split and cannot understand why. I followed many official tutorials, all are saying 1 smth grp but i definitly can't get a synced workflow.
I would really appreciate a bit of help and advices about it
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:)
Many thanks
Workflow
From Maya 2017 : - Export low and highpoly) using FBX 2013 with 1
smoothing group avergage normal (mikkTspace) and export smoothing group and triangulate Enabled into the exporter dialogue
- Baking in Substance Painter => Direct X / Compute tangent space per fragment checked.
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Here is the file if you want to yake a look
https://www.dropbox.com/sh/qigzk8sg6nup8f6/AAAenzrHGiapVt78bNcf6KOha?dl=0