Hello, I am having a problem with seams in my normal map that I am creating for a rock. I cannot hide the seams where I cut my UVs because I want the rock to be able to be turned any way for using in an environment. My Current workflow is -Model and UV rock in Maya. -Bring model into Mudbox, and paint the diffuse using a…
I ended up finding a different workflow to make it work! I tried out Substance Painter and was able to receive good results from there. Just for future reference I will elaborate below. -I took my base tileable diffuse map -Then converted it to a tileable normal map in crazy bump -Then I imported my mesh into Substance…
Hello ZacD, thank you for taking the time to reply to me. When I plug the Normal Map into the Base Color channel I still do see the seams. I'm just confused because the Normal Map is created directly from the diffuse, and the diffuse itself doesn't have a seam when I plug it in so I don't know why the normal has a seam.…