Ok I've pretty much got sewing and vertex manipulation down pretty well when it comes to displacements (The map I'm working on has a rock formation as well as a series of tunnels made entirely from displacements) however one issue I'm having is that they are leaving really ugly seams where the textures meet.
I've made sure that all of the displacements are fully sewn up, the map has no leaks and has proper lighting set up, I've selected all of the faces that use the same texture and made sure they are aligned the same way and yet I still get these ugly seams on parts of the displacements. Here are some examples:
Another question is: What is a good way to round out corners for a spot where two displacements meet for like a wall, I can kind of round them out but they still feel sorta square to me. should I cut the corner so that instead of 2 objects meeting at a 90degree (or so) angle I have like 3 displacements with each one meeting at like a 130degree angle? I'm sure that doing that would LOOK better, but it sounds like an exceedingly large amount of work and I'm hoping there is a better way.
I've made sure that all of the displacements are fully sewn up, the map has no leaks and has proper lighting set up, I've selected all of the faces that use the same texture and made sure they are aligned the same way and yet I still get these ugly seams on parts of the displacements. Here are some examples:
Another question is: What is a good way to round out corners for a spot where two displacements meet for like a wall, I can kind of round them out but they still feel sorta square to me. should I cut the corner so that instead of 2 objects meeting at a 90degree (or so) angle I have like 3 displacements with each one meeting at like a 130degree angle? I'm sure that doing that would LOOK better, but it sounds like an exceedingly large amount of work and I'm hoping there is a better way.