Hi everyone!
First of all, I would like to excuse for my not very good English, but I'll try my best.
I'll try to describe the problem:
I made high polygonal model, than I created low polygonal model for it. Than, of course, I made UVs.
After all this standard work, I began to prepare model for baking Normal map. The model has central symmetry, so, I made a copy of my low poly model and took all UVs, which had overlapping with symmetrical side to a free place and scaled them to a point. So, all UVs became unique.
The main goal of this preparations was to keep correct normals in the middle, to avoid seams.
I decided to use xNormal and the result was good - as I saw it on render in 3ds max. But when I imported model in the Marmoset Toolbag and added my normal map - I've got strange seam on the model - You may see it on the screenshot.
Does anyone knows how to remove it, or, maybe I made some mistakes?
Thanks!
![problemnm.jpg](http://img542.imageshack.us/img542/7153/problemnm.jpg)
Replies
Looks like a baking problem (with xNormal) than a render problem inside marmoset.
Try to move you flipped UV on the next UV range before the baking.
I haven't really used Marmoset that much but it could be that the xNormal baking settings could be incorrectly set and its out of sync with Marmoset?
Earthquake posting the right answer/questions in 3... 2... ha!
Here is the final picture of my work, as you can see - there is no more any troubles with the normal map: