Yeah I've tried swizzling the Y channel with xNormal and doing the same in max and all possible combinations. It doesn't seem to really help much with the seam. But just baking the normal map in xNormal alone I can tell is much better than 3ds max baking. At any rate, thanks guys, I think I've got mostly everything figured…
Thank you very much now I understand. I tried generating the normal map quickly in 3ds max and while still not perfect, it looks A LOT better now moving that 2nd half out of that 0-1 space. I'm going to give xNormal a try now because it seems to generate a darker shade of blue along the edges in the tangent space normal…
@Junkie, I received your SBM files but I also need the 3DS/FBX/ASE to play with them in 3dsmax, pls I assume you didn't generate the SBM files using the buggy 3dsmax2obj OBJ exporter that comes with 3dsmax... because that could bug a lot the vertex normals... I suspect the problem is that 3dsmax tangent basis computation…
Sorry, I'm looking through the sticky and it is giving me a headache. Too much info. I'm very frustrated. This is setting me back and interrupting my workflow...I just want to figure out a solution and move on. I've browsed and googled. I've come across warby's photoshop trick but I really don't want to monkey around in…
Try selecting one shell (in Unwrap UVW, face mode) then collapse the stack to get that face selection into EPoly, and apply a different Smoothing Group to the selected faces. This should create a "hard edge" down the middle along the mirror seam. Then render out your normal map again. Also I'm wondering why you have an…