I can’t seem to get mirrored UVs to work 100% with tangent normal maps. I’ve tried offsetting the mirrored part outside of the 0-1 UV space. There’s always a slight UV seam no matter what when I crank up the gloss/metalness sliders.
Hi Pior, thanks for the reply! My center line where the UVs are mirrored is not flat. Maybe that’s my issue? I’ve only been baking with the full model (with half of the UVs in 0-1 and the other mirrored half in 1-2 UV space) both in Marmoset and in Painter and both show seams when baked. I’ve also tried to put those maps…
Sure yeah, it's definitely possible. On "My center line where the UVs are mirrored is not flat. Maybe that’s my issue?" : Oh nope, I didn't mean to say that it *should* be flat ; I am only saying that one circumstance under which a half-model *could* be used without ill effect for baking is when it is indeed fully flat…
You left out crucial factors you can't do without : - If you baked using a "half model" with a centerline region that is not perfectly flat across 2 loops, then you'll get an edge no matter what since ray direction will be influenced by only one side of the model. That's why you need to bake from a low that has the full…
Thanks again Pior! Here is a download link to a source file test. I've tried these tests several times with different meshes and there's always a seam no matter what > https://www.dropbox.com/s/q9gfo2pdujqb4zz/mirrored_uvs.zip?dl=1 and here are some images of my issue. The seam is way less apparent in marmoset, but still…