Multi-sub-object material seams
When I use multiple materials on one mesh I start getting seams.
The body and head are on separate maps but are baked from the same sculpt. In marmoset I can't see any seams so I've ruled out texture/baking being the root of the problem.
Does anyone have any ideas?
Additional information: Materials only have normal maps. No lighting is being baked. I've tried flipping green channels. The compression settings are both set to normal map.
Ok so the problem was with the separate bakes of the head and body. The fix was like you suggested, combining and baking the mesh as one. To solve the overlapping UV islands I moved the respective unwanted island outside of the UV rendering zone, then created two models each prioritising either the head or body. I guess it was a normal inaccuracy problem with the open boarders.
Cheers for your help.
answered Oct 27 '14 at 04:02 PM
If the direction of the normal maps is different (i.e. one is slightly rotated compared to the other) a normal seam might occur. The same can go for the first UV, if they are on different angles it might be hard for the tangents to smoothly blend over.
(This might also be why i.e. bethesda used global normal map for faces and local normal maps for bodies).
answered Oct 24 '14 at 05:11 PM
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