I thought that i was able to figure out problems when baking normals but i guess i can't xD. Having problem with only one mirrored piece in my scene, i am using the right tangent space, and i also have tried to make the shading on the lowpoly flat using sharp edges but the seam persists, also tried the ''Fix Mirrored Tangents''. It's weird because this seam is only showing in front of this piece, behind it is clean.
Gets wors from afar.
Can't be padding issues, each small square contains 4 pixels, so the gaps are bigger than 16 pixels.
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One thing to try: make sure you've triangulated the mesh. Triangulation can diverge from one side of the mesh to the other when you're mirroring.
I kept testing it after the post, for some weird reason a different uv layout in a new marmoset scene and the seam is almost gone, still there, but much harder to see it.