Fix corrupt normals?

Hey there!
I have a strange issue. I made a high poly and remeshed into a low poly.

Selected and baked normals to a texture.

Now, parts of the normals looks different, allmost flipped. I can’t figure out why.

Is there a way to rebake just a part ? I have texured it so I really don’t want to do all that again.

Any ideas how to bake normals that give good results and what this might be?


Flipped normals, not enough border/margin arround the UV-islands … hard to tell…
Rebake only a part ? All normals or no normals.

In your Viewport Overlays, turn on Face Orientation. Select anything red and go to Mesh > Normals > Flip

I tried recalculating, flipping UVs. Still looks strange.

Could my seams be to blame somehow?
The front and back of the character are split in 2. So the difference is very clear along the seam from the neck to the shoulder.

I solved it. When a normalmap is not set to non-color and you render, it messes everything up, but seemingly randomly.

So, one mystery solved.

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