specular highlights at UV seam
Hi,
I have this model UV'd and with texture/spec maps from Substance Painter. I'm pretty happy with how close I've got the maps to look in Maya using just a Blinn and a few lights.
I need a quick camera fly around/turntable. I don't want to start setting up render sequences for Arnold or MR - I only need a 2.0 lit playblast or something I can quickly edit on the fly on basic hardware.
Everything looks fine, except I have this bad spec artefact on a UV seam.
Is there anything I can do to fudge the highlights around this area - normals, shader, lights, or anything else? Or is it just a case of bad seam placement?
Thanks
Last edited by se7enhedd; 06-01-2021 at 08:15 PM.