I've been having this problem for like a year now, and I've not seen anyone else who does. When I go to bake a normal map on an organic shape, it'll end up with harsh seams along certain polygon edges, like this:
![normalseams.jpg](http://dl.dropbox.com/u/3677532/normalseams.jpg)
There's only one smoothing group on the mesh, and there aren't any disconnected verts--the lowpoly looks pretty much fine:
![seam2.jpg](http://dl.dropbox.com/u/3677532/seam2.jpg)
Filtering the normal map seems to reveal the seams:
![seams_normal.jpg](http://dl.dropbox.com/u/3677532/seams_normal.jpg)
Right now I'm baking in Xnormal, using an SBM exported from 3DS Max as my lowpoly. In the past, though, I've baked normals directly in 3DS Max and had the same problem. What's the deal here?
Replies
What are you using to preview your models with normal maps applied?
Have you tried the 3PointShader?
I read there was a recent hotfix for Max to sort this issue out somewhere on the forum.
-edit-
upon further look at the normals it looks a little bit more than just max's viewports. Are your normals baked out at 8 or 16 bit?
Switched to a different model to get rid of the symmetry factor which was giving me some separate issues. This one has the same sort of seams, though:
I'm rendering the normals in Cinema 4D. The seams also show up on the models when they're ported to the Source engine as well, so I don't think it's a display issue.
tbh I'm not sure what that means. Here's all my xNormal settings:
I'm really at a lost to what is happening are you sure that your model doesn't have any un-welded vertices? Perhaps some vets can chime in?
Also could you post your high and low and I can see if the normals bake out correctly on this end.
http://dl.dropbox.com/u/3677532/normalseams/joe.zip
Here's a screen grab with 3-point shader
Also a zip with two normal map sizes and the screen grab...
http://dl.dropbox.com/u/3911509/Joe%20Normals.zip
I think collapsing the stack before you bake should solve the problem. I also baked these out in Max vs xNormal with a projection cage so that could be a variable too. As well update your video drivers if you are still having problems. Sometimes just doing that can magically make the problems go away
I guess it was a C4D problem all along. Boy is my face red. Thanks a ton for the help guys
No problem that's what polycounts for:)