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Old 22-03-2010, 10:25 AM   #9 (permalink)
Talon
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Quote:
Originally Posted by NautalusX View Post
could you elaborate on what you mean? The way you said it is confusing.

why would I need a second UV channel for the AO? explain this process please?

I tried seperating the low into 2 parts, and shifting uvs over one, and seperate smoothing groups along crease.. all fail.

Are you trying to say there's no way to fix it, and the only option is to move the creases to more favorable locations?
Any seams in your UV map, those edges that make up the seams are converted into hard edges (in 3D, not your UVs) when you import it into Unreal.

So you'd have to make those edges hard on your model, then re-bake the normal map so that the normal map has been baked with hard edges expected and will therefore look correct.
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