Hi, my model shows seams when baking, although on those places in maya there are soft edges, I have tried many settings in marmoset and changed uv nothing helps, I also have places with a cut on soft edges and there are not visible seams, but on these places they are visible in sabstans also visible seams help please
Hi! Align UV seams to the pixel grid to minimize aliasing artifacts along seams. Also maximize use of texture space (mirror/repeat elements, adjust the texel density based on visibility) or increase overall texture resolution. What's the current texture resolution? If you're using a different shader for the skin, could also consider a separate texture set for it.
Hi texture resolution 4k I have mirrored everything I could and enlarged some parts nothing helped, and to combine UV seams with a pixel grid do not really understand how it + here are my settings in marmoset .Even in Substance tri planar doesn't help hide that seam.
Hi! I would evaluate the bake first, without any textures applied, to make sure the issue lies there.
I would make sure UVs of mirrored or repeated parts are outside the 0-1 space (offset by 1) to prevent two different values being written to the same pixel.
To align the hands UV seams to pixels, you would have put the fingers in a more straight position. This will introduce a bit of stretching to some areas, but that shouldn't be an issue with unique textures. Some hand-UVs with straightened UV borders (edited):
Share your mesh (or the part you have issues with) to get a specific suggestion.
Hi! Your looking at a tangent space normal map, what matters is that the shading looks correct on the lit model. If you still get visible seams, increase the hands texture resolution.
Replies
I would make sure UVs of mirrored or repeated parts are outside the 0-1 space (offset by 1) to prevent two different values being written to the same pixel.
To align the hands UV seams to pixels, you would have put the fingers in a more straight position. This will introduce a bit of stretching to some areas, but that shouldn't be an issue with unique textures. Some hand-UVs with straightened UV borders (edited):
Share your mesh (or the part you have issues with) to get a specific suggestion.