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UV mapping and baking normal map
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Hello Guys, I am stuck with my first 3ds max model and I hope that I could find some help here.
I have my unwrapped low poly mesh on picture here. On a second picture it looks like the UV islands don't fit to each other according to a checker texture. Is this a problem? I have seen many tutorials and it looks like no one cares about it.
But problem is when I export .FBX file into Substance painter. When I set smooth faces in 3ds, in SP are still visible UV islands after applying normal map.
On the other side, when I set hard faces (which i actually need) before export and apply normal map, it looks line nothing happen, just change lighting of meshes faces.
I will be really grateful to you for some advice.
Ales