Hello everyone!
I'm having a very strange issue with a seam appearing on one of my models inside of UDK. It's not there when rendered in Marmoset or Xoliul in Max.
Below are some screenshots. Note that on the second screenshot, there is no normal map applied to the model! I thought it was the normal map at first, but now I have no idea what's going on.
The seam does not appear when the model is unlit.
Can anyone please help me with this? It's been driving me nuts for 3 days now
Replies
If you can't remove the edge, can you post your UV layout? Also, whats your lightmap resolution?
The lightmap res is 512x512. The bottom screenshot does not have lightmaps baked into it, which is also part of the oddness.
Here's the UV layout, the yellow line selected is the seam.
I can't remove it because it's my symmetry line.
Yes, I have a properly set up secondary UV channel for the lightmaps.
@blankslatejoe:
Yes, the UVs are mirrored around that edge on channel 0. Is there any way around that?
I've tried importing the mesh with "Single Smooth Group Single Tangent" checked, which made the seem less visible, but created other shading issues.
I dug up some old thread where someone suggested rotating the normal map so that the faces with the lighting issue are vertical in texture space, so I did that and it improved the look a lot. But the issue is still there, to a lesser degree.
I'm determined to find out exactly why this is happening and how to avoid it, other than not mirroring in visible places.
I've redone the UVs now and rebaked, while offsetting the mirrored UVs by 1 in UV space.
It seems to be giving me nice results so far, but I haven't fully tested it.
I'll report my findings later.
Mesh is cursed. What do?
Update: Ok, I gave up and just redid the UVs so that there's no seam there.
Would have been nice to find out what causes it to behave so strangely, but I would rather not have to deal with this anymore.
Thank you all for the help!