Hi everyone! I ran into a technical problem with the symmetrical normal map part of my model (there is an ugly seam after texturing in Substance Painter).
My model has the symmetrical section on the back - consequently, it has overlapping UV islands. Triangulation is symmetrical too. I bake my normal map in Marmoset Toolbag 3 with two main options - fix mirrored tangents and Tangent Space:Mikk/xNormal. Also, before baking, I moved symmetrical UV-islands by one UDIM-tile. The result is pretty decent - there is no obvious seam in the symmetrical section. But here is the problem.
When I import my mesh into the Substance Painter and apply my seamless normal map from Marmoset there appears an ugly unwanted seam. And after texturing, when I import the model back to Marmoset, there is still present Substance's normal map seam. Now I'm wondering how can I set up "Tangent Space Mikk/Xnormal" in Painter or something like that because in Marmoset it really worked... I tried several parameters in Substance Painter (Compute tangent space per fragment/DirectX/OpenGL/Increased Shader Quality to Ultra (256spp)). Also, I tried to bake my normal map in Substance Painter but there was the same result. Any suggestions guys? I will appreciate any kind of help. Important info:
This is not a texture seam (there is nothing to do with tri-planar projections), it is definitely a normal map seam (checked textures with a native Marmoset's seamless normal map - there is no seam, it appears after Substance Painter). It is like an SP shader problem.