I’ve done this before successfully but had used an older version of Blender.
I am exporting to FBX for the Unity game engine, but I’m always getting these seams between my halves. I did bake the entire model while it was still connected to it’s other half, so that shouldn’t be the cause.
It seems that the problem lies within how the tangents are aligned, but I don’t see any way to visualize these tangents in blender. The reason I know this is that I am getting different results in Unity when I change the tangents.
If they are imported from the model, the seams appear, but the model’s sides appear correct when rotated 180 degrees.
If they are set to not import, the seams go away, but the model’s sides appear different when rotated 180 degrees.
It seems like something got flipped in the tangents, but I have no way to tell.
This is an extremely common technique for normal mapping and it shouldn’t be this hard. But it seemed like this used to work back in the old version of blender when using a blender render. You can see that red car in the picture has it done right. The bullet train is what I’m working on now. I would appreciate any help on what to do. Thanks.
Screenshots are from Unity game engine: