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Baking normal maps in Maya

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huffer interpolator
I have to do some relatively low res assets - at 2.5 px/cm. Usually with hard edges and normal map baking it's common to see a tiny little seam if you zoom in A LOT on them or if the texel density is low (it's not really a problem in most cases). However, this doesn't happen if baking in Maya - even at super low resolutions, the baked edges are insanely smooth. Has anyone figured out why, and how to bake them the same way in other programs?



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  • EarthQuake
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    Generally speaking, these sort of seam artifacts are dependent on texture resolution. The higher the texture resolution, the less likely they will be visible. It comes down to having enough resolution to represent the bevels seamlessly.

    Are you using the same texture resolution in both versions here?
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