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Blender + xNormal = normalmap issue

polycounter lvl 5
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mjeruzal polycounter lvl 5
When I was working in Max I haven't got such a problem, but now in blender i don't know what's going on :/ I've got weird "seams" on 90 degree corners no matter if UV islands are stitched or not, and on high poly they're only beveled a little. I was using edge split modifier method, here is the result.
KKWmeGt.png
When I try to use model without edges splited it totally looks like shit (low poly edges on bake, gradients everywhere etc.). If you know any other method how to properly export lowpoly to xN I would be grateful.

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