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Normal map shading issue around the seams.

Hey folks, if it is a lame question, please do not judge me too hard, I did try my best to find a solution in Google, but just could not find the same situation.
Let me present you with the case:
I have a model that have the Unwrap seems visible in 3DsMax (I know that the choice of it is not the best, I also know that the issue will disappear when just make seams on other - less visible place. But I had this issue from quite some time, and never been able to solve it in its essence) here is a preview of the Unwrap  UVW seems:


Now  the situation is this: the area of the seems have same smoothing group of 1, it is same object, the vertexes are welded. Shading in Max is correct, but when I apply the normal I get strange result, around the seems.


It looks pretty much OK in Substance Painter:



What I have tried:

- I did make sure that it is all one object, and no unwelded vertexes are present on this area.
- I did try with "Compute Tangent Space per fragment"  in SP
- Manually inverting the green channel.
- The issue is around a loop, but still tried it with triangulation export.

I am kind of dry on ideas, and will appreciate any suggestion. Thank you!

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