After looking around whole evening yesterday I figured out that this is a very common issue. However I haven't been able to solve it even though I looked through lots of threads as well as the wiki
![:/ :/](https://polycount.com/plugins/emojiextender/emoji/twitter/confused.png)
Applications used: ZBrush, Modo, XNormal and UDK.
![udk_rocks.jpg](http://transfer.spearheadgames.com/images/udk_rocks.jpg)
So at first I thought it looked pretty good but at a closer inspection ith as many flaws. Some of it is due to me being lazy and using a decimated model from ZBrush. However the biggest issue I found is the UV seam on top of each cliff model... and I don't think it's cause of my low poly.
Here's a closeup:
![udk_uvseam.jpg](http://transfer.spearheadgames.com/images/udk_uvseam.jpg)
So after reading up a little and testing various thing I figured it must be because of my normal map bake. Since the model is a lot roudner without the normal map.
What I tried was to
split the model along the UV seams since I read somewhere that UDK does that anyway so in order to get a good bake I had to do the same thing. However it didn't help me at all.
I also tried using an cage in XNormal (just pushed it out so it covered the hipoly) and it didn't yield any results either.
Well, I could go through everything I tested. But at the end of the day I still suspect that the issue has to do with the smoothing but since I'm using Modo I'm not entirely sure how I can control this and make sure it's the same in UDK and XNormal.
Oh right, here's the normal map:
![cliff01_normals.jpg](http://transfer.spearheadgames.com/images/cliff01_normals.jpg)
....
Upon closer inspection I realized that I also get a seam with the xNormal 3D viewer. So it isn't even baking out correctly.
Maybe I just shouldn't have a seam there? But I couldn't figure out any other way to map this (I did it like a cylinder).
Replies
Can you show us how it smooths without the normal map?
I tried that but it looks the same.
So I even tried to move the seam to somewhere planar just to see if it was smoothing but it creates that edge regardless of where I put the seams.
Here it is:
Modo doesn't have smoothing groups
And yea.. it's a decimated mesh from zbrush.
oh, and make sure ur xnormal low definition setting is "use exported normals"
In the end I just moved the seam elsewhere less noticable.
Thanks for all the advice though.