As you can see I've got some very noticeable seams in my normal map. I modeled the object, unwrapped, used symmetry, then moved the mirrored half over 1 unit in UV space and I still have seams. What I don't get is that I did the same exact thing on another piece and there are no seams at all. BTW using Max 2008 with DX Standard shader
What gives?
Replies
http://wiki.polycount.net/Normal_Map#ShadersAndSeams
Now, apparently Unreal won't like my mirrored stuff? My goal is to put this thing in Unreal, ha!
To mirror or not to mirror? That is the question. Should I simply try to hide my seams as best I can or forgo mirroring all together? Ooor a combo of both hmm?
look at every unreal asset, the ones with mirrored uvs have a mirrorseam designed in em to disguise the problem, so if you can't do that don't mirror