Author Topic: Normal Map seams....  (Read 3665 times)


In modo i create two simple objects for test purposes. Low (with uv map) and high poly (without uv).


After baking normal map in SE i get this effect. How can i remove those seams? I try everything...


Normal map format is DirectX but in OpenGL the result is the same.


The problem lies within your uv map. Hard edges in the low poly should be cut in the uv layout.
For example, if you create a cube then all 6 sides should have seperated shells in your uv layout.
Try this and your problem should be resolved.

Here is an image to be a bit more clear on this subject.