Hey all, so I've been baking out normal maps using xNormals, which is praised for its accurate baking ability, yet even after I use the ray distance calculator and plug in the numbers, I get really harsh seams on my maps. I realize its almost impossible to completely conceal a seam- but this is just ridiculous. Can anyone give me some help?
![sio3c.jpg](http://imgur.com/sio3c.jpg)
Replies
You can also pelt map it and make it so the only seams go down the sides of the chest, but this is obviously not a solution, only a work around that would make you redo a lot of your work, even if it's just the uv mapping and baking out a new diffuse from it.
Also, are you using a single smoothing group (averaged vertex normals)? If not, and that edge is a hard edge, consider baking with a cage instead of just using an offset.
Let us know if either of those two things is helpful, if not, I'm sure there is more we can discuss but you need to get those issues out of the way.
How did you cut your model up though? Cant seem to get my head around how you mapped it by lookin at the normal map....
The model was cut down one side of the torso, below the arm hole and above it between the shoulder and the head hole.
Thanks again.