Hello! I read in the comments that you work at 2048x2048 and then bring it down to 1024. When I try this, I usually get seems at the edges of my UV's, how do you avoid this? Do you extend the texture past the UV lines by more pixels? I'm so curious, haha
So, it doesn't show it in this texture, but now I do extend the diffuse out some. What I mean by that is on the hand painted stuff I paint slightly past the uvs. I noticed that most of my seaming issues happen in the normal map though, and in this case Hand Plane 3D is what helped hide those. If you don't want to use that you just need to add different smoothing groups to each UV island and this will help create a perfectly seamless texture.
Do you paint your textures out in Photoshop or Zbrush? Is there a way to paint past the UV lines when using Zbrush to create the textures? I have not heard about Hand Plane 3D, but I'm excited to research something that will help clean up normal map seams, they always frustrate me. Thanks so much for the tips! I really appreciate the insight,
Thanks! If you notice I halved/ quartered almost everything to use optimal space on this map. I also like to use "unsharp mask" in photoshop to sharpen things some . Also clean bakes are what's going to help you get a more crisp look.