not sure if that's just the tech i get to work with but if i have uv borders at all kinds of crazy angles, i tend to get more or less noticeable normal map seams on the asset. i found it best to have somewhat straight horizontally or vertically aligned uv borders to work around that.
[ QUOTE ] oh, hey, next war'll be north korea not iran. bigger threat: more WMD. iran's got, like one plant that a B-2 could flatten. [/ QUOTE ] It'll be Iran. Look at the country that's on Iran's eastern border. Then look at the country that's on Iran's western border. It's almost easy at this point.
Well, I know how to fix your symmetry seam - your mirrored UV islands offset is either more or less than 1.0 its like 1.001 or 0.999. Take them back and you'll see that U components are not the same. To fix that seam you don't even need to rebake, just move your mirrored islands back and use scale to fix border vertices.…
I have two models: a full body and a hi-res head which appears only during cut scenes and hides low-res head from the full body. Somehow I should transfer weights from the full body model to the hi-res head on the mesh border. The hi-res head has only part of the full body skeleton and some additional bones Currently, I…