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Topics - TheRedMan

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I'm having this issue where the normal create seams on areas that's are not even marked as seam in the UV.

This is the seams in Blender

...And this is how it turns out in Substance after baking.

I find that removing the blueline (edge bevel weight & sharpness) solves the problem but at the cost of showing up the surface imperfection/distortion due to the topology. Is there any other work around for this?

Pages: [1]