I bake combined textures for most of my lowpoly assets and I have a little issue with normal mapped hard surface objects. When I do bake “combined” textures (with lights and everything in it) dark edge appears on the seams where the UV islands are separated.
Is there a way to fix this?
How did you bake the normals initially? Could be that they’re getting baked twice?
Normals came from Substance Painter (opengl just as blender’s normals), the baked combined are diffuse, glossy, and ao
I’m stumped! Before baking, maybe check how it looks in Cycles, since I think that’s what gets used for baking.