Having and odd issue. For some reason no matter what I try I get major seams when I use the matcap baker. Any one have this issue or a solution? I have run through the documentation, tutorials, threads, and I have come up dry every time. thanks ladies and gents. ^__^
Your distance seems fine, but you need to extend the bake by a few pixels so it bleeds past your island bounds. Not familiar with SP's baker though, so i cant tell you how to do that exactly
Pretty cool. Looks like RNM is less contrasted than ground truth, based on this image from Bakery plugin for Unity (which is the baker we use). Now i couldn't tell if you could do something to improve it. https://geom.io/bakery/wiki/index.php?title=Manual
Also it would greatly speed up your baking to use a GPU accelerated baker, like Toolbag https://marmoset.co/toolbag/baking/ or Knald https://www.knaldtech.com/knald/ or Substance https://helpx.adobe.com/substance-3d-bake/features/gpu-raytracing.html. As far as I know Xnormal doesn’t use the GPU, it’s only a CPU baker,…
Even then its not really necessary, I mean it might look better in the viewport without textures applied but the baker will account for it. The baker has to account for uv seams like that anyway(where uv direction changes and thus normal color) so having the edge soft or hard shouldn't make any practical difference.