In my experience those compensating gradients in normal maps never perfectly compensating in actual game. Mikkt space synced or not. 8 bit only + compression means you have not enough precision. Add SSAO to this and at some light angles you will see those gradients anyway , especially on reflective materials. Same for…
My first 3d game art. It's Master Jiraiya of the Naruto series. Maya-Zbrush-Photoshop-Xnormal-Marmoset Toolbag, 11k tris, 2k color, normal and specular maps.
Alright I see this will be a bit complicated... So first of all you are changing the normal direction with that lerp before the fresnel. Normals should be in range of 0,-1 so then if you want flat normal angle, your vector 3 would be 0,0,1. I guess that constant 1 with 0.5 in the alpha of the lerp would be a blend factor…
I concur, looks the way I'd expect it to. Seams are almost always going to be visible when viewing a tangent space normal map in this way. If you're getting shading seams with the normal map applied, make sure the normal map's swizzle (or whatever) is set correctly in marmoset (y+ or y-). If you still have visible seams…
The problem is your rotating your normals when you flip/rotate your uv shells around, so each uv shell is reading the normals differently. One shell is reading the normals as red/green, and another shell is reading it green/red and between them you end up with a seam.