UV Shells/Edges Show Up in Normal Map

polycounter lvl 6
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TROGLODYTE polycounter lvl 6
Hello all,

After much learning, finally got my static low poly pilot normal mapped (major breakthrough for me).  But I keep seeing the actual UV mesh edges showing up in the normal maps (as seen below).  I use Maya2013 for baking normals as I seem to get bad results when using MayaLT2018.  Would anyone be able to steer me toward the why or what to look for to uncheck or modify to eliminate this?
I tried unchecking the "Connect maps to shader" box but that just prevents the transfer of normal map altogether.


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