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File: frustat.png (638 KB, 1366x768)
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Trying to bake normals from highpoly dynatopo to low poly, i keep getting this seam on the edge seams from uv :(
i have no idea why,
its the first time i have problem with this
is your margin 0? increase it to 16 at least.

its in the bake settings

sadly yea, its set on default 16 :(
distance the islands from eachother and put it in 26
File: frustat2.png (689 KB, 1366x768)
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the islands dont touch nor clip, i think its something about the normals bake
File: frustat3.png (593 KB, 1366x768)
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this is the seam, only noticeable on normals,
in ambient oclusion its not <
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trying now with cycles, using its cage option also, a shot in the dark idk what cage does
still got the seam tho
it might be a problem with texture/solid mode.

use these settings in internal(material mode) and check if seam still exists
it has nothing to do with cage believe me
they might still clip. when you unwrap try to rotate them on an angle so they won't be facing eachother
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im not sure if it has anything with texture/solid mode view... :(

this is the rendered view from cycles, and it still appears
Export both centered 0,0,0 and use xnormal you cuck
you are not even connecting it as a normal map, the phrasing might be different.
don't forget to change to none-color data in the texture node
jesus christ Blender is horrible
Okay, thats some good tips, thank you
i have tryed adding the normal map node,
it didnt get rid of the seams
but allows me to controll normals strenght, which is nice

i will try to use xnormal too

blender is cool dude ^^
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Im disappointing but not surprised that no one has brought this up yet.. That's what normal maps are supposed to look like.
Blender, folks.
i brought it up many posts ago and told you to look into it.
the lightning is what makes a normal map actually work, so by enabling the right kind of display will correct it.
also don't use normal output from the diffuse node, usually get it directly to the displacement, it will have more accurate translation.
im surprised that the uber shader didn't work (if that's what you used) it works perfectly for me
wow yea thanks, i appreciate the example :D
your last advice did work, connecting directly to the displacement does gets rid of the seam

thank you very much sir
>connecting directly to the displacement does gets rid of the seam
That anon doesnt know what he's talking about. Seams will ALWAYS BE THERE FOR ALL UV BASED MAPS.

The only way to get rid of seams is to use PTEX
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yea i didnt answer correctly :( i meant that its way less noticeable now

i guess my diffuse node was also changing the normal texture color slightly
well it happened that the seams disappeared during rendering. idk's about op case but that's a nasty seam for such a simple UV map, i thought the correct way to get rid of seams is to have enough padding on the texture
Seams like that often don't show up in-engine or during renders.

It's normal, and you should always have marmoset open or do test renders before getting scared.

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