View Full Version : 3ds max: normal map seam problem

05 May 2007, 09:15 PM
I'm making a quick sledgehammer for the mini game art challenge this week, experimenting and learning about basic normal map workflow.
I'm having a problem with seams appearing where the UVs are welded and the diffuse/normal textures are seamless. What gives? This is only really obvious in close quarters, but there should be _no_ seams, right?
Here's an image of the head of the hammer to show what I mean. The stretching in the UVs has since been fixed, but the seams persist. Any and all tips are appreciated!

05 May 2007, 11:09 PM
Using just one smoothing group on the low-poly? Are you using Edge Padding in RTT?

More info here.

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05 May 2007, 11:09 PM
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