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UV seams on normal map [solved]

norbyscook
polycounter lvl 4
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norbyscook polycounter lvl 4

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 


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