New Member Dolores A. Posted January 9, 2020 New Member Report Share Posted January 9, 2020 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! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 9, 2020 Report Share Posted January 9, 2020 Hi Which version are you using, 4.9 ? Is a know issue on latest versions. Try switching back to 4.9.09 Hope it help Quote Link to comment Share on other sites More sharing options...
New Member Dolores A. Posted January 10, 2020 Author New Member Report Share Posted January 10, 2020 Nope. No result. Any more suggestions? Quote Link to comment Share on other sites More sharing options...
New Member Dolores A. Posted January 10, 2020 Author New Member Report Share Posted January 10, 2020 Solved it. Sort of. It appears that those seams are not a problem if you import them correctly. In my case I should have used gamma 1.0 in 3ds max (not 2.2), and those seams looked right. Thank you, Carlosan, for your reply. Thread can be closed now. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 11, 2020 Report Share Posted January 11, 2020 I'm glad you found the solution and thanks for sharing, other users will find it helpful to know. 1 Quote Link to comment Share on other sites More sharing options...
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