So i've come across this weird problem that i get seams in my normal map regardless of what i do, happens with almost every software except maya ???
Encountered this behavior on part of my mesh, could not fix it and then went back to basics with a cube
Here is my setup for low poly:
>Left one is HP right is LP encompassing HP, plus vtx normals/hard edges
>Standard hard edges on separated uv islands
>Triangulated, LP is same as HP only things sticking out of hp are 90 degree edges
>Have cage (can be used in xnormal and maya)
Below is a huuuge image displaying the problem in substance painter 2
Regardless of the tangent spaces and stuff there is always a seam, now i know i shouldn't be too picky and there will always be seams in normal maps. However i kiiinda don't think they should be this obvious, since the SP and marmoset give worst result
Plus normal map from maya is 512 and almost no seams, unless i go in really close with camera, and even then it holds up satisfactory.
So if someone can give me some sort of explanation i would be forever grateful, since i doubt that literally only maya can give satisfactory results while other programs that are kinda industry standards can not, also interned is full of people making/baking good normals in the aforementioned programs... must be me missing/overlooking something...
Thnx in advance you guys