Basically, I combined 2 meshes together, then applied the normal map from one of the original meshes to the now combined, and that resulted in this hard, cut discrepancy. This problem is hard for me to explain, so I am asking how could this be fixed? Maybe a way to blend normals between the neck and lower head, but how? Idk
It seems there are no UVs for the head of the character… hard to see… are there two different materials ??
No, the mesh is all under one material, and I unwrapped the new head into UVs as shown by the picture
In fact i only now see this little red arrow… so this:

is a very consistent normal map… so none… but if this is one material ir would be blueish…
So do you have more than one object here ? Or multiple geomtery… also hardly visible…
the head did not have a normal map originally, sorry for not emphasizing earlier. so trying to find a way to blend the normals on the neck to hide the cutoff
