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[Baking Error] Having Hard Seam Line

triangle
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rafiii triangle
I am trying to texture a wooden crate, but after baking, I am having visible seam line in the mesh, as in the picture below. Even after using triplanar blend, it's the same. I have UV cut in all the hard edges in my low poly mesh. I tried to figure things out on my own as much as I could but didn't get much of a solution. Below I attached my low-poly mesh with UV.

https://www.dropbox.com/scl/fi/0vudzfgozyccz9ybi8zxf/crate_low.fbx?rlkey=2r5kpmks7czzp1tkznms4h4u5&st=ne1zog04&dl=0

Replies

  • Neox
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    Neox grand marshal polycounter
    that doesnt look like a baking error, but a "simple" projecttion error? what does the baked mesh look like without the texture applied?
    a quick hacky fix would be masking the edges and highlighting them to blend the top end the side together a bit more.
  • rafiii
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    rafiii triangle
    Neox said:
    that doesnt look like a baking error, but a "simple" projecttion error? what does the baked mesh look like without the texture applied?
    a quickit hacky fix would be masking the edges and highlighting them to blend the top end the side together a bit more.
    it looks like this.
  • Neox
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    Neox grand marshal polycounter
    okay that is indeed a normal issue. could still come from the texture if the woodgrain is projected.

    texeldensity might be too low or too varying across pieces for the level of detail
    was the mesh baked in substance painter or outside of it?
    might be a tangentspace issue, could be a triangulation issue, but doesnt look like one at first glance.
  • Fabi_G
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    Fabi_G veteran polycounter
    Hi! Props for attaching files :-B



    Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where it meaningfully removes gradients from mesh shading, like steep angles.

    Then, I recommend straightening the UV islands to not have aliasing artifacts along seams. When not using hard edges, you can have fewer seams in areas where they're less noticeable.

    I also think that texel density is too low here. To address that, you could
    A - increase texture resolution
    B - texture by mapping UVs to an trim atlas
    C -  assemble the crate from a couple detailed board modules
     or perhaps it's a combination of those options. And likely there's more

    Keep it up :+1:
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