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Dolores A.

[Solved] Normal Map is being split by UV Islands

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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!

pic1.jpg

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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

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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.

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I'm glad you found the solution and thanks for sharing, other users will find it helpful to know.

  • Thanks 1

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