At first I thought this was a UV problem. I verified that the UV map is solid. The included image has a material tiling set to 0 and the seam is still present, so that proves it’s not a UV problem right?
The seam is on the split vertices of my mesh. I needed it split so I could map the texture all the way around. In other situations I could just hide this seam but I need this object to be rotating in the game.
At this point I think this is a normals problem. My thought is that the normals are no longer being averaged over those split vertices. Any suggestions on how I could fix this seam? I’ve already tried setting those normals equal. Since it’s a cylindrical model, one approach I’ve tried is setting those normals equal to their opposites on the back, but with a flipped z. Still can’t git rid of the damn seam!
I get the same seam with shaders that don’t use tangents, so I assume it isn’t a tangent problem.
Any help is very much appreciated!
Thank you,
Kevin
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