Alright, I've already used the search, but from what I've read no one has actually explained HOW to split your UVs, I could just be an idiot, but I would like some help on the matter. I have a model, and I unwrapped it, baked it, and I have the black lines of death, and many people have said a solution would be to split the UVs, but I have no idea how to do that, if anyone could tell me thatd be greatly appreciated.
Thanks,
-Will
Replies
If so, what you might want to do is move any UV sections which are overlapping each other (eg. mirrored parts or duplicated pieces), move those off by 1 UV unit (so they're outside the main square therefore will be skipped by the baking process).
Hard to be sure though, given that your description isn't very clear and you don't have any screenshots.
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And heres the model with the normal map applied
And heres the normalmap,
Basically, I know what I need to do, I need to split the UVs, I just dont know how
You not only have to break the UVs there, you also have to move them away from each other a bit to prevent mip-mapping causing the visible seam to come back.
However, you might be better off first trying to change your smoothing groups so that you don't have to split the UVs in the first place.
The only reason you're having to split them here is because there are so many smoothing group changes.