I'm working on a really simple model but ran into a problem that I can't figure out. I've used overlapping UV's for symetrical parts of the model and offset the overlapping sections outside the uv space for baking. I've tried using both xnormal and baking in max, both throw up the same issues.
Here's what the model looks like with the normal map applied:
This is the normal map:
This is what the UV layout looks like (2 other models share the map):
If anyone knows where I'm going wrong help would be greatly appreciated.
Replies
What happens with a flat normal map in there? Do you still get that seam?
If the seam goes away when you use a flat map, it's a problem with the normal map/UVs/Shader.
If it doesn't go away, it may be that Max is gamma correcting your normal maps. I noticed it doing this to us here when we upgraded to 2012, I don't know when they rolled out their new Gamma/LUT stuff so it might have been affecting people earlier.
Try turning off the gamma correction in Customize-Preferences-Gamma and LUT. You'll need to reset your Max scene, merge your geo into the new scene, and then build a new material (don't use the old one). This is theoretically unecessary, but I've had issues with changing Gamma Correction doubling their map correction or not removing it as you change those settings around, so this will ensure a 'clean' version.
@Cryrid: The model is not split where the UVs split.
@Ghostscape: The seams still exist with a flat normal map.
Try messing with gamma correction then.
Here's the model with a flat normal map and the suggested gamma changes + edge face view.
Edit: Just had a thought, the mesh has the same smoothing group all the way around, through different UV islands. Could this cause a problem or is that Ok?