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Seams along UV edges in UT3 when normal maps are applied

polycounter lvl 10
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crazyfingers polycounter lvl 10
This has bugged me for over a year now, figured i'd finally make a post.

When i normal map an object, UV seams instantly pop into view. No seams are visible otherwise. Anyone know of a fix? First i nuked the red and green channels along the left and bottom edges respectively, still had a seam. Then i just threw a pure neutral blue over the whole thing and i still got seams. Here's a shot showing some hay i've been working on recently. I divided the top into 4 sections and rotated them to take up the same UV space:
4048647912_b0a2f1723d_o.jpg

Edit:
Also here's the lighting bake, showing minimal seams along the top, it's not vertex lighting, rather a 512 light map.
4048687902_fb431f9b51_o.jpg
Any information is appreciated!

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