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Seam issue with normal map

Hey guys, I've hit a wall with a seam issue, and I could really use some help to find a solution.
I have modeled and uv half a gun, and hoped to just mirror the other side, but I get a terrible seam all around my uv boarders.

416x520.jpeg

I have used the dilation filter, and that has made no difference. Any ideas?
I have modeled in maya, and used xnormal to bake the normal map.

Cheers

Replies

  • MoP
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    MoP polycounter lvl 18
    Did you bake the normal map before mirroring the object?

    Mirroring and welding the object will change the vertex normals around the centre seam, so if you bake your normal map before mirroring and welding, your normal map will not match the low-poly vertex normals.

    You need to bake the normal map after mirroring and welding the object (prevent overlaps by moving the mirrored UVs off by 1 unit).
  • chris_d
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    Hey MoP, thanks for the reply.

    I guess I made the mistake of baking before mirrowing and welding. I tried your suggestion, of mirrowing and welding first, then baking. I ao is perfect now, but the normal map still has the same issue, any ideas. Thansk again.

    612x520.jpeg
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