Hi.
So I have this face model divided into 3 polygroups in Zbrush, so the lips don't project on top of each other when baking normal map in SP. Until now everything is fine but I want to pose the face in Zrbush and in order to do that I need model to be homogeneous. So I welded all the points on polygroup bordeds maintaining the UVmap but when I take this model back to SP and apply the normal map it creates those really visible seams. I've read few topics that touch on similar subject but they refer to a single object while I have 3 separated ones and they are on single UVmap. I tried applying smooth modifier on top of 3 of them i 3ds max, applying smoothing group to each one but still when I put a normal map on welded model seams are like in the image.
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This is just for display inside painter. When you export, you can convert to whatever formats you need. I usually export both a directX and openGL, that way where ever you take your textures you've got both options available.
Here's what the different programs want: