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.…
that doesnt look like a baking error, but a "simple" projecttion error? what does the baked mesh look like without the texture applied?a quick hacky fix would be masking the edges and highlighting them to blend the top end the side together a bit more.
Hi! Props for attaching files :-B 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…
okay that is indeed a normal issue. could still come from the texture if the woodgrain is projected. texeldensity might be too low or too varying across pieces for the level of detailwas the mesh baked in substance painter or outside of it?might be a tangentspace issue, could be a triangulation issue, but doesnt look like…
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!