I'm having some trouble getting rid of seams on an AO map.
The map is rendered on a black background, and I've added some padding around the UV's, but I'm still getting black seams where the geometry is mirrored.
I baked only 1/2 the model in Max with basic light tracer/white material setup.
On the full model with stacked UV's, I get a seam on the mirrored edge, even with padding places around the UV's, there is no more space on the UV map to paint over.
Replies
If max or maya are you using Mental Ray AO or a custom light setup?
Are the mirroed shells stacked or did you offset all but one piece, one unit to the right, left, top or bottom?
Pics really help.
On the full model with stacked UV's, I get a seam on the mirrored edge, even with padding places around the UV's, there is no more space on the UV map to paint over.
Deleting half of the mesh changes your mesh normals, so when you weld back the mirrored section, you'll get a seam.
Ha now I know why I could not fix the seam on my previous model... Thanks
Thanks for the tip, I'll try rebaking with that in mind!