Update: 17 April 2017After running more tests, the problem with the sample cube no longer displays any errors that I can see.I'll chock it up to a user malfunction.I would like to go ahead and discuss the actual project that I'm working on.The company that I work for is developing specifications for GLTF 2.0 along with the KRONOS Group.For those who are unaware of the format, here is some info.https://www.khronos.org/gltfAs part of that effort, We've got a whole host of models that will need to be converted to utilize PBR materials.Most of our models are of mechanical objects and have many individual mesh layers or parts.Right now we're using the OBJ format and will be computing our own tangents and Bi-tangents from the OBJ.The first model I chose was of an MRAP Cougar ground vehicle.I have a high-res version containing over 448,000 polys.My low-res version has about 12,000.The model was created in pieces, fenders, main body, windows, wheels etc.After having gone back to the excellent tutorials that Wes produced, I've structured the two files so that each has its respective _high and _low suffixes per mesh item. Each model has 25 individual mesh items.I gave each model a default material and uv'd the low-res version.I've used different UV'ing methods, unwrap and atlas with a lot of island sewing, but not sure which is the best to use.I know that I need to smooth the normals of the low-res mesh, by either splitting edges or by padding the uv's or edge beveling to accommodate for the smooth surfaces of the high res mesh.I've tried all these methods without really much success and am really getting frustrated at this point.Not all of the edges of the low-res MRAP model need to be smoothed, as in the case of the cube.So I started with the front fender.I'm selecting the edges that need to be smoothed and then use the "Vertex Toolkit" written by James O'Hare.A "Vertex Normal" map gets created, but for some reason, all of the edges are being smoothed.To make matters more confusing, once brought into Substance Painter and an attempt to generate a "Normal" map is made, the edges don't look correct. I understand that this requires a UV split with padding and or an edge split, but even after making these corrections, the results don't clear up.Randall.
Export your textures and test them in toolbag or anything else. Substance painter (as i know) does not interpolate normals on UV islands correctly so you get the visible seam.
staughost,The model setup is being done in modo 10.2 and all the texturing is being generated in SP.I've seen visible seams, but just thought that it was the cause of my poor workflow.
Quote from: staughost on April 18, 2017, 10:44:10 pmExport your textures and test them in toolbag or anything else. Substance painter (as i know) does not interpolate normals on UV islands correctly so you get the visible seam.HI, Are you talking about an issue in the viewport or a tangent mismatch? I'm not aware of an interpolation issue that causes seams. Cheers, wes
staughost,I'm not sure of what you're referring to.If you think there's a problem, file a bug report.Wes, do you have any suggestions or recommendations regarding my questions?