I am trying to texture a wooden crate, but after baking, I am having visible seam line in the mesh, as in the picture below. Even after using triplanar blend, it's the same. I have UV cut in all the hard edges in my low poly mesh. I tried to figure things out on my own as much as I could but didn't get much of a solution. Below I attached my low-poly mesh with UV. https://www.dropbox.com/scl/fi/0vudzfgozyccz9ybi8zxf/crate_low.fbx?rlkey=2r5kpmks7czzp1tkznms4h4u5&st=ne1zog04&dl=0
Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where it meaningfully removes gradients from mesh shading, like steep angles.
Then, I recommend straightening the UV islands to not have aliasing artifacts along seams. When not using hard edges, you can have fewer seams in areas where they're less noticeable.
I also think that texel density is too low here. To address that, you could A - increase texture resolution B - texture by mapping UVs to an trim atlas C - assemble the crate from a couple detailed board modules or perhaps it's a combination of those options. And likely there's more
Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where it meaningfully removes gradients from mesh shading, like steep angles.
Then, I recommend straightening the UV islands to not have aliasing artifacts along seams. When not using hard edges, you can have fewer seams in areas where they're less noticeable.
I also think that texel density is too low here. To address that, you could A - increase texture resolution B - texture by mapping UVs to an trim atlas C - assemble the crate from a couple detailed board modules or perhaps it's a combination of those options. And likely there's more
Keep it up
Thank you, @fabi_g! I still have a lot to learn, but I really appreciate your help and the insights you shared. I’ll do my best to apply what you and others have suggested. Thanks again!
Replies
Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where it meaningfully removes gradients from mesh shading, like steep angles.
Then, I recommend straightening the UV islands to not have aliasing artifacts along seams. When not using hard edges, you can have fewer seams in areas where they're less noticeable.
I also think that texel density is too low here. To address that, you could
A - increase texture resolution
B - texture by mapping UVs to an trim atlas
C - assemble the crate from a couple detailed board modules
or perhaps it's a combination of those options. And likely there's more
Keep it up