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se7enhedd 06-01-2021 04:57 PM

specular highlights at UV seam
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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?


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