@Noren you read it correctly. however in my experience baking and display rendering engines are not always perfectly aligned. especially when you are using more than 1 rendering engine (one for rendering animations, and one for rendering real-time content(in the editor or a game engine). so you can't always count on them…
>ok enough illumination?: Yes thanks. But i would have loved to see a closeup of the seam. The reason why i asked for a closer shot of the seam was that it's also about the pixels of the texture aligning with the borders of the mesh. When it does not align then you end in neighbour pixel bleeding through, since they are…
I am a bit puzzled to figure out what's your issue with the sphere here. Usually people just do geosphere from Max or isosphere from Blender, or just subdivided cube , make a seam along equator and relax two circular uv islands a bit . it's not a big difference really. Then you bake whatever hires mesh you have. Normal map…
@JoshexDirad If you are using prerendered and realtime graphics and the normals aren't properly aligned for one renderer, can't you use something like Handplane or an equivalent to create a matching set of normal maps for each if the baking renderer can't do that? The textures for the prerendered stuff don't need to ship,…
I remember this image cropping up in a thread a while back; Basically, to make a quad sphere thats easier to unwrap than a regular sphere primitive you should start off with a cube, add a couple of segments to each axis and apply a spherify modifier, you'll be able to follow the example's here pretty easily after that.
LOL I have to update this thread because I understand WHY seams and creases are made. OK First I must define Seams and Creases. Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line. Crease(s): to refer to a place where CONFLICTING…