Hello. I'm looking for help.
So here is my low-poly mesh, and it looks fine in 3d-coat. (pic 1)
But if we take a look at it's normal maps (pic 2), we see it's being split at UV-Island edges.
If I understand correctly those edges should not be there and they seem to cause wrong look in 3ds max or another software.
The question is: am I missing something? Why does 3d coat break normal map on those edges? How do I bake it right?
Tried switching GL and DX versions - to no avail.
Tried different baking presets (for 3ds max, for Unity etc) - all the same.
(There is another thread on this forum where a guy had similar issue, but that solution did not work for me (He had to update 3d coat and switch GL to DX))
Thanks in advance!