this is a problem that I am currently unable to solve completely
The only solution was to turn up the texture resolution of the mesh.
Below are the assets and bake settings I used
problem:
it shows up at where the UV seam is at.
more visible on 512 resolution
1024
assets:
a low poly model with normal splits on hard edges. give seams to hard edges
padding of 8 for shells and some more between tile border and shell
UV orientation all correct meaning all faces that are up in 3d object space will try to be up in UV space. In other words, the texture is going the same direction on the shells.
exported without tangent space
high poly model
set to smooth mesh
no tangent space
substance settings:
compute tangent space per fragment on
1024 resolution
DirectX
bake settings:
Please help
Thank you
Andy
Replies
solution so far:
make sure the low poly mesh fits better with the high poly
adding bevels to make sure the low poly mesh fits better with the high poly
better ish