My workflow is Blender -> Substance Painter -> Unity and I'm getting a weird problem where my normals baked by Substance
look normal but when I apply any material I get a weird seam which causes scratches to be oriented differently and causes lighting differences.
Mesh looks right, normals are doing their job:
![Image: https://us.v-cdn.net/5021068/uploads/editor/qt/kthzn1pwujm4.png](https://us.v-cdn.net/5021068/uploads/editor/qt/kthzn1pwujm4.png)
Applied Aluminum Smart Material and I get the ugly seam:
![Image: https://us.v-cdn.net/5021068/uploads/editor/8c/afwblev5n3i9.png](https://us.v-cdn.net/5021068/uploads/editor/8c/afwblev5n3i9.png)
When I take a look at the normals its apparent that the seam has something to do with the normals:
![Image: https://us.v-cdn.net/5021068/uploads/editor/6f/gep0ya406dgy.png](https://us.v-cdn.net/5021068/uploads/editor/6f/gep0ya406dgy.png)
I don't know what I'm doing wrong. I've attached my low, high, and cage meshes in a .zip file. I can upload the Substance .spp file if necessary but I'm just starting a new project with the Unity 5 template and baking the textures so I'm fairly sure it's a problem with my mesh.
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So what should I do to fix it? I can't think of a way to unwrap a simple cylinder that wouldn't result in at least one seam?
Unfortunately the scratches filter the aluminum material uses doesn't offer triplanar projection. ☹️