Hey,
I am trying to tile a small UV-island into a cable but I keep getting this seam between my tiling meshes. The normal map is baked from a straight cylinder onto a plane. But when I start to bend the lowpoly with the normal map applied I start getting these seams. When the mesh is flat there is no seam.
The meshes are combined, vertices merged and edges softened.
Replies
Problem 2: include the version number in your post, and exactly how you're rendering the model. If this is Maya is it Viewport 2.0 with _ settings, etc.
Problem 3: your normal map has extreme gradients, which will cause shading errors in lots of renderers. You're basically telling the renderer that the surface normals on the edges are pointing away from the camera, so the renderer often doesn't know what to do there... normals pointing away from the camera are usually culled, for example.
What's the intended result?