This ugly seam is appearing in my normals. I'm assuming its a UV issue but I cannot determine why this portion of my mesh has this weird flipped effect.
Does anyone know how to resolve this? Using Blender to make my model.
No, sorry. The normal map was baked in Substance 3D Painter. The model also wasn't flipped during symmetry as it was modeled roughly off of a default torus.
Update: I read the article and it seems that the seam is the intended functionality. I went back and disabled my work thus far on the model texture and the shading is fine without the layers above it. So something about how I've textured on top of it is making the seam visible.
Replies
The normal of a face on the lowpoly mesh being flipped during a symmetry procedure could cause an artifact like this.
Try excluding the blackfaces of your mesh in your viewport settings to check if that strip of faces wasn't flipped.
To clarify, was this Normal Map baked in Blender?
But does the shaded model look right? With normal maps im tangent space, the values depend on the orientation of UV Islands.
More context/ information would be helpful. Checkout this thread, maybe it applies here too: https://polycount.com/discussion/231710/why-baked-normal-map-does-not-look-good-on-a-model-when-displayed-as-a-texture-flipped-look
No, sorry. The normal map was baked in Substance 3D Painter. The model also wasn't flipped during symmetry as it was modeled roughly off of a default torus.
No, the shaded model also shows the seam.
https://i.gyazo.com/6db34e9a6d856c34c3a432c07736bb31.png
Thank you, I'll take a look at the article and reply back.
Update: I read the article and it seems that the seam is the intended functionality. I went back and disabled my work thus far on the model texture and the shading is fine without the layers above it. So something about how I've textured on top of it is making the seam visible.
https://i.gyazo.com/4ecdde3a339a82d335420c39ceb0508f.png
Thanks for the replies! Problem solved.
Ah ok, using a projection mode other than UV projection (e.g. tri-planar projection) should help with patterns across separate UV islands.