It doesn't make any sense to me why, on a model with averaged vertex normals (one smoothing group), you would get a seam down the middle of the model if you mirror your UVs.
The texels on either side of the seams should have the exact same normal in the normal map and as a result should have the exact same shading. Why then is there a seam?
I'm just trying to figure this out so I can explain it in a document I'm writing if anyone can offer any insight into this I would really appreciate it.
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I guess basically what I am asking is if mirrored seams are handled any different than non-mirrored ones. Is there anything special about them, or is it just that all seams will be some what visible and there is nothing you can do about it?
I guess there its safe to say there is nothing special about mirrored seams vs standard ones.
EDIT: Ah yeah Eric, I see what you mean. Its really a tangent basis issue not a normal map issue. Its amazing how many misconceptions there are floating around. I keep running into them and wondering what's real and whats not.
Thanks for the responses everyone.