Baking Normal, seams problem

On start I say Hello. This is my first post.

I try to create low poly rocks from high poly mesh. But my problem is with seams. Maybe I do something wrong but seams are very visible on normal map:


I use standard settings :

What I do wrong ? Thanks for any help. I try to figureout this for a few days and Im very flustrated :slight_smile:

For some reason that I don’t know when you bake a tangent normal map Blender have the UV island position/rotation in the reference to make the bake.

Obviusly you never could have a UVs with all correct in that aspect. I don’t know if we have some way to avoid this inside blender. We have a node for cycles to use this normal map properly, but if you want the normal map for a game engine…

thats sht :confused:

Normally the game engine must interpretate good the map

What is the best settings to export mesh to Unity ? What I should to check in export settings to FBX?

Nothing special, you only need triangulate the mesh before export. If you make the bake out of Blender you will need triangulate the mesh for the process also.

Okey. I try also bake in SP2 but I dont triangulate mesh before export.

In that situation you could obtain strange normals when you import the model to Unity.

I have the same problem. Did you find a solution?