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When baking textures, even on a flat surface, the curvature map detects the UV seams as if they were

Community Beginner ,
Nov 20, 2025 Nov 20, 2025

In Texture Bake mode, even if the model’s geometry is perfectly flat, if there are polygon edges or UV seams within that flat area, the curvature bake still produces white lines.

Please let me know if there is a proper setting to avoid this or if it is a bug.
If it is a bug, I would like it to be fixed.
Thank you.2025-11-20 182812.png

Bug Unresolved
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4 Comments
Adobe Employee ,
Nov 20, 2025 Nov 20, 2025

Hi @gotok78974243,

 

The example you gave here isn't a good one. You basically have overlapping UVs (considering you're not using a UDIMs workflow) with UVs out of their map.

 

This is a very uncommon workflow, but if you want me to take a look, you can send it at cdellenbach@adobe.com

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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Community Beginner ,
Nov 20, 2025 Nov 20, 2025

Thank you for your reply.

I’m not planning to use UDIMs for this model.
The reason some UVs are placed outside the main UV area is that this model is for a game and is symmetric, so this layout helps save texture space.
If I paint on the UVs inside the 0–1 area, the texture will also appear on the mirrored side.
Also, if I stack the UVs of the opposite side within the 0–1 area, it causes issues during baking.

Is there any way to stack the UVs without moving them outside the 0–1 area, while avoiding baking problems and preventing the white seam lines from appearing?
Thank you.

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Adobe Employee ,
Nov 24, 2025 Nov 24, 2025

Hard to tell. It really depends how you've built the project and it depends on which baker you're planning to use. If you're using AO as instance, meshes sharing UVs shouldn't touch each others. If you're using Position, meshes sharing UVs should be rotated the same way.

 

So it's hard to answer. We usually say that overlapping UVs isn't a supported workflow, because there are A LOT of constraints you need to be careful with.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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Community Beginner ,
Nov 24, 2025 Nov 24, 2025
LATEST

I managed to figure out a workflow.
I moved the overlapping UVs of the symmetrical model to UV tiles 1–2 and exported it that way.
Then, when importing it into Painter, I used UDIMs for painting.
When exporting the textures, I unchecked the output for the UV1–2 tiles and exported only the textures within the UV0–1 area.

The opposite side doesn’t display during painting, but this method works for what I needed.
Thank you very much.

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