I’ve tried baking out the channels and using the baked images.
I even saved out the baked color image and hooked it straight up to the base color of the BSDF.
Everything gives me the same result. I feel like I’m going insane. If anyone knows what the cause of this is and how to resolve it, please tell me.
At a guess maybe there is another copy or object that is z fighting, (it could be disabled in viewport and enabled in render). Also the camera has separate clipping settings different from the viewport ones, so check the camera’s clipping values.
I do not thing the texture its-self is the problem, if not viewport render would look weird too.
Holy cow. That’s exactly what it was! I had the original sculpt objects in the scene, which I had turned off, but I forgot to check the box to turn it off in the render.
Thanks so much!