3ds max: normal map seam problem


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!


Using just one smoothing group on the low-poly? Are you using Edge Padding in RTT?

More info here.


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