Jump to content
3DCoat Forums

[Solved] Normal Map is being split by UV Islands

Recommended Posts

  • New Member

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!


Link to comment
Share on other sites

  • Carlosan changed the title to [Solved] Normal Map is being split by UV Islands

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...